Blog Archive
filter by tagsPixel Pandemonium
exploring traditional algorithms in search of Emergent behaviour in COPs
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Mild Slope Equation in COPs
simulating ocean waves in COPs
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HouMidi (WIP)
Midi Toolkit for Houdini
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Unity custom Light Attenuation Light Layer Mask
A look behind the Lichtung unity engine modifications
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Unity sprites with Normal Maps from Houdini Cops
Learn how to use cops to create normals maps
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Houdini Files
Collection of Houdini Files
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Kubelka-Munk Color Mixing in VEX
Learn how to implement the Kubelka-Munk Colormixing Algorithm to produce nice looking, more realistic colors in your fluid simulations!
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Basic 2d Fluidsolver in vex
SPH, or Smoothed Particle Hydrodynamics, is a computational method used to simulate the behavior of fluids (like water) and gases. Just like FLIP and Vellum Fluid it is based on particles...
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