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## Popular Content

Showing most liked content on 11/24/2020 in all areas

1. 2 points

## Smoke Solver | Tips and Tricks

Basic smoke solver built within SOP solver, utilising openVDB nodes. Happy exploring & expanding =) P.S. DOP’s smoke solver still solves quicker in many cases though. vdbsmokesolver_v1.hipnc vdbsmokesolver_v2.hipnc
2. 1 point

3. 1 point

## Cushion pattern

This is what I got right now combining all you guys techniques.. pretty neat Yeah I would just improve the twist if possible, extrude the leather..bend it and roll.. Cushion_leather_03.hipnc
4. 1 point

## Houdini UI Python Library

It still does, @Stalkerx777. Thanks again
5. 1 point

## Trying to recreate a venation algorithm.

Hey Ballington, Its been awhile since I have worked with this stuff. I have successfully gotten a leaf venation system to work, building off of the efforts of those who have gone before me. It turns out, the most efficient method to get you started with leaf venation is a reuse of the space colonization algorithm showcased here: Now i guess it depends on what your goals are. I wanted to make realistic veins for texturing displacement. Using seeds to randomize the result. This is quite possible. Ive attached some picks that show the system working based off entagma's code. There is a problem though. The algorithm is not intelligent enough to organize the resulting geo in a logical manner. Its a madhouse of prims and points, trust me. Thats where you come in. You need to create a logical system to help with the creation of geometry itself. First, you need a generational pattern. Main stem, first gen, next stem, second gen etc. Ive attached a pick that shows the logic of this process. Once you have a generation setup, you can loop through each generation using connectivity, and create a a width attribute along each 'vein' this will be what drives the size of each vein when you actually add geo. Ive shown some picks of a nice result. You can then literally project this geo onto a heightfield and export a displacement texture. Now its challenging and there are all sorts of loopholes along the way. I wish I could show you the code, but its not soemthing I am allowed to share. All the best mate!
6. 1 point

## Mantra rendering glow

Just curious What's your Project ? here you have something to have Fun with Files ,try to make ramp in Some Direction. Dive in Mat
7. 1 point

## Procedural robots

Hey magicians, sharing some procedural concepts, all the first setup comes from a decahedron, you change that shape and get another character completely different, the second one is more focus on get a proper functionality, still messing with the shape language
8. 1 point

## Random Voronoi Fracturing

watch a couple of Steven Knipping videos. New booleans can give you more randomness
9. 1 point

## POP Stepping

Hi, I see you increased the substeps on the solver level, but (maybe) not at DOP level. If this is like for the Bullet solver, the substeps of the solver are more the number of iteration you allow the solver to use to make its constraints (collisions etc.) "converge" to a satisfactory solution (mathematically speaking), while on the other hand, the substeps at DOP level are more the "quantization" of time, particularly emissions of particles. So you should try to increase substeps at DOP level, not only at solver level (maybe even lower the Min Substeps back to its original value, as long as you increased substeps at DOP level). Let us know, that's interesting.
10. 1 point

## divergence free - gas project non-divergent

Why the projection step is called "projection" From "Fluid Simulation for Computer Graphics" by Robert Bridson: Where u is the velocity at the current timestep u^n+1 is the velocity at the next timestep
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