Mark Chataway


About Me

VFX Artist


Recent Forum Posts

Implementing Total Variation Inpainting (TVI) in COPs? Aug. 12, 2020, 3:56 a.m.

Are there any clever cookies out there that would be able to figure out how to implement a Total Variation Inpainting algorithm in COPs??
I found this paper and source code online: []

There's a node in Nuke compositor called TVI Scale that uprezes an image by a factor of 2, and it gives the best all round uprez results I've seen, and it would be amazing to have a similar fancy uprez method using the TVI algorithm in Houdini COPs.

Bullet packed RBD colliding with deforming heightfield error Aug. 10, 2020, 10:08 p.m.

Ha that's not a bad idea, I might try that..
In the meantime extruding the ground down and using it as a bullet concave object seems to be working suprisingly well, even though I know it's best to avoid using concave collision geos and it's pretty slow.. using a heightfield here would be ideal!

Bullet packed RBD colliding with deforming heightfield error Aug. 10, 2020, 9:03 p.m.

Hey there,

I am trying to collide many hundreds of bullet rbd packed spheres (using spherical collision shape on the bullet object) against an undulating ground plane (think similar to the surface of an ocean or swimming pool).

I want to use the terrain heightfield object to collide the bullets against so I don't have to create some crazy set of convex meshes to represent the animating ground.

If I use a static heighfield to collide against it works great! But as soon as I set the object to deforming, so that it reads in the heightfield at every timestep, all the rbds just dissapear as soon as they collide with it and the P attribute is set to ‘nan’.

Is this a known limitation that bullet packed rbds can't collide against a deforming heightfield??

This will really save my hide if I can get it to work..
Alternatively, what would be the next best thing to collide against an undulating animated wavy ground plane?