Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 01/23/2026 in Posts

  1. 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
    1 point
  2. 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.
    1 point
  3. I spent a fair bit of time trying to figure this out today so I figured I'd post a quick tutorial for posterity. The only other guides and info I could find were specific to getting pscale and Cd into C4d for Redshift. Nothing on orientation or other attributes generally. Long story short: - Unless your attribute is explicitly typed (i.e. Vector, Quaternion, Matrix instead of 3flt, 4flt, 9flt) C4d will read it as a float (or "Real") - Orientation is handled by the "Alignment" TP channel, so you need to convert your @orient to a matrix3 before export Hope this saves someone else some time.
    1 point
  4. 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
    1 point
×
×
  • Create New...