Here's a technique i discovered for fixing meshes with some reversed polygons in just 3 nodes. facet to split by unique points, polyextrude in normal direction with a 0.00001 distance, then fuse.
Pretty random, but hey, if it works, why not?
HIP file: https://t.co/GGhaK1zafC
VEX-Flex! Alternative to Sop For-each Loop By Piece. Fast for simple things! With continuous piece ID attr, find max. On wrangle, Set Number Count to this +1. Find prims with the current element num for their piece ID. Adaptable for points & verts! #Houdini#Sidefx#VEX
Hard surfacing.
ハードサーフェース化
[Steps]
1. Measure curvature
2. Blur curvature
3. Calculate gradient of curvature
4. Move points with gradient
5. Smoothen point positions
6. Back to step 1
Repeat step 1-6 several times and you get these results.
#Houdini
Check out this real-time Niagara sim!
It uses Position-Based Dynamics, static volume textures to recreate the character's mesh, dynamically evaluated constraints and simulation stages.
HQ: https://t.co/oYAIdu6loS
#UE4Niagara#RealTimeVFX#UnrealEngine#Techart#VFX
I have tried to reproduce the #Alyx liquid in a bottle VFX : here is the result. It's all self contained in a single surface shader, no compute shader, no CPU physics. Still plenty of ideas to experiment though ...later :)
#madewithunity#shaders#realtimeVFX#VFX#gamedev