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  1. I am really interested in the 4th variation in this video : I found some stuff for the first one (even though I would like to see more microstructures). I was wondering what the "signed area" could mean ? I tried to use the area attribute and distribute it in a -1 to 1 scale to make it signed. Does not do a alot. Also tried making the signed distance field from the points instead of the whole geometry as seen here : (https://dspace.mit.edu/bitstream/handle/1721.1/109911/Bader-2016-Grown%2c Printed%2c and.pdf?sequence=1&isAllowed=y). Does anyone have ideas for implementing this kind of cellular ideas ? Thank you ! Tl_Growth_tests.hipnc
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  2. Just in case anyone is coming across this after some years: pcfind is appx twice as fast. It uses a different type of search (BVK vs kd-tree), which divides the search area quicker. pcfind doesn't have pcfilter, but if you want the speed you can implement that with not too much trouble. Pragmaticvfx explains it well in the first few videos.
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  3. rest2 gets created with the gasrest2 node Seems like you forgot to resize the rest fields? Have a look at the attached file. I hard-coded the "Frames between solve" for simplicity but you can keep the expressions. sparse_rest.hip
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  4. We could also advect and grow few frames . I totally forgot the existence of the softpeak , thanks to refresh my memory
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  5. Small update! Sop and Shop parts now are sharing the same code - networks are synced and almost identical. Code is divided into 2 parts, because I like to keep noise as vex node instead of writing it as a function. (Noise and ramps are the 2 things I prefer to use inside vops insted of wrangles) In this update you have controls and visualisation for displacement masks along edges and inside groups. There are a bunch of nodes that you can adjust to control the distribution of displacement. Almost everything is a vex, so you can find some useful code there. There is also iteration variable inside wrangles, that you may find useful. . Nathan: These otls are great! Very useful. The reason I still don`t use otls is that I`m constantly changing parts of the setup, so I think it is easier to debug it when everithing is a flat network. For example sometiemes I use rest_p for noise generation instead of inverted matrix as it always produces stable results. I also don`t like how attributes, parameters and variables are currently named, so I may change them to be more consistent. Still thank you for sharing them. Great work! santosh: The bunny setup I think is the previous setup I uploaded, with some noise and displacement adjustments. I don`t have exact files right now, but I`ll try to find them by the end of the week. P.S. If it is possible, can somebody test if this file is working fine in animation. I`m not able to render it right now as I spent a whole day to open the scene and render 1 static frame. Also check if uvs and displacement are stable in both sop and shops. Thanks! SOP_SHOP_EdgeDisp_v12.hipnc
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