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Showing content with the highest reputation since 01/19/2026 in Posts

  1. I'm back, After checking the code, here's what I found: - UI_EVENT_REDRAW comes from Houdini's env variables. Its limit needs to be up. - "wmic" bug fixed Concerning aspect ratio: - They are made for horizontal framing, can be customized with dedicated button for vertical. Pixel size are shown for custom ratio to help get exact resolution wanted. Note that I'll add vertical toggle since it seems rather useful. - Added helpcards for buttons that don't seem straightforward. Can you send me your email so I can send you a beta version @Dmitry Futoryan?
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  2. Hi @Dmitry Futoryan Thank you for reaching out and for taking the time to explain the issues in detail. Really appreciate it. I’m sorry for the frustration you’ve run into. I wasn’t aware of these specific errors occurring in H21.0.596, I’ll follow up once I’ve identified the cause of the errors and can provide either a fix or clear setup instructions. Thanks again for your patience and for bringing this to my attention. Note that for support, you just have to reply to your Gumroad's receipt email.
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  3. The interesting thing in the video is indeed the fact that adding ramp points adds geometry. I found a quick way of doing this, maybe a bit dirty but it looks like it's working ! chrampedgeloop.hipnc
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  4. I wanted to share a quick visual comparison between the SideFX recording of my Houdini HIVE Tokyo 2025 session "Adaptive Fracture Synthesis and Propagation in VEX using OpenSubdiv Limit Surface Derivatives" and my own local QHD capture. The SideFX version is completely fine for watching the presentation, but my recording was captured directly from my display source with no compression loss, so it preserves a lot more clarity across the entire presentation. This includes all geometry details, colors, UI elements, and text. This is one of the main reasons I am preparing my own edited cuts. The attached images show the difference between the two versions. The full END-JPN cut will be posted next, followed later by the English-only version. These edited cuts will be available exclusively to paid members on Patreon.
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  5. Hi, You can do it like this: function int [ ] getPointNeighbours ( int geo; int ptindex; int depth; int accumulate ) { int pts [ ] = array ( ptindex ); int lastpts [ ] = pts; for ( int i = 0; i < depth; ++i ) { int newpts [ ] = { }; foreach ( int pt; lastpts ) { int connected [ ] = neighbours ( geo, pt ); foreach ( int c; connected ) { if ( find ( pts, c ) < 0 ) { append ( pts, c ); append ( newpts, c ); } } } lastpts = newpts; } if ( accumulate ) return pts; else return lastpts; } int pts [ ] = getPointNeighbours ( 0, 42, chi("depth"), chi("accumulate") ); foreach ( int pt; pts ) setpointgroup ( 0, "pts", pt, 1 );
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  6. also if you have bones that you don't want to deform, just want them to deform muscles you can add them as external colliders to detangle penetration_removal_detangle2.hip
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