How to !
17381 21 6- circusmonkey
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Just thought I would share some of my solutions to common issues that pop up for users. I have so many files now on my laptop it would be shame to throw them away without sharing the knowledge I have gained from asking questions and doing work.
Scene attached shows how to make a ID pass with instanced objects, use the inspection tool in Mplay to read the point number.
The scene also shows how to override the dif color per instance via the creation of an attribute based on the point colour. The overridden colour is then rendered as a image plane. Any questions feel free to ask.
Rob
Scene attached shows how to make a ID pass with instanced objects, use the inspection tool in Mplay to read the point number.
The scene also shows how to override the dif color per instance via the creation of an attribute based on the point colour. The overridden colour is then rendered as a image plane. Any questions feel free to ask.
Rob
Edited by - June 16, 2013 02:07:23
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- circusmonkey
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- rafaels
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Thanks a lot, Rob!
I'll pin this thread in my bookmarks now…
I'll pin this thread in my bookmarks now…
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- circusmonkey
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- circusmonkey
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- circusmonkey
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- circusmonkey
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- circusmonkey
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Create useful vector attributes from point. You might get given a bunch of points with just velocity and then have a task to adjust them. That means needing some basic attributes this set up shows you how to generate. N , v , up , id and use a very simple vop sop to generate a new up vector that's perpendicular to N.
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- zachlewis
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ah, the ol' double-crosser technique
thanks for posting these… honestly, I think handy VOPs workflows and tricks is one of the most exciting parts about learning Houdini. You apply the same concepts in so many different contexts… maybe as a minimalist piece / challenge to myself, I'll take one simple idea in VOPs and apply it again and again, in POPs, COPs, DOPs… variations on an algorithm for 8 contexts.
I'll have to give that some serious thought.
Well, thanks, it's been inspirational!
I'll see if I can post some handy-dandy, casual VOPs stuff too.
thanks for posting these… honestly, I think handy VOPs workflows and tricks is one of the most exciting parts about learning Houdini. You apply the same concepts in so many different contexts… maybe as a minimalist piece / challenge to myself, I'll take one simple idea in VOPs and apply it again and again, in POPs, COPs, DOPs… variations on an algorithm for 8 contexts.
I'll have to give that some serious thought.
Well, thanks, it's been inspirational!
I'll see if I can post some handy-dandy, casual VOPs stuff too.
- circusmonkey
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Technique: - This scene shows you a smart way of getting the transform and rotations data from an asset > The point generated has N and up that matches your geometry asset. That asset could of come from maya or another dept in your pipeline> Very handy
Note the point is at world zero and I invert the transform on the object merge node.
Rob
Note the point is at world zero and I invert the transform on the object merge node.
Rob
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- circusmonkey
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- circusmonkey
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Technique :- Object merge sop very handy but often you want to merge more than one stream of data and even better just plug your data in and merge. This scene shows how you can get the multi parm block from the object merge sop upto the top level of your tool , where you can just plug in your data and go.
/obj/`opinput(“.”,int(strreplace($CH,“objpath”,“”)-1))`/OUT
The above expression will evaluate the input and resolve a path. The “strreplace” part strips out the name of the parameter and leaves the number so you can count the inputs , 1 , 2 , 3 , 4 etc etc . The technique can be expanded to do all sorts of things.
Rob
/obj/`opinput(“.”,int(strreplace($CH,“objpath”,“”)-1))`/OUT
The above expression will evaluate the input and resolve a path. The “strreplace” part strips out the name of the parameter and leaves the number so you can count the inputs , 1 , 2 , 3 , 4 etc etc . The technique can be expanded to do all sorts of things.
Rob
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You really want to watch this
http://www.sidefx.com/index.php?option=com_content&task=view&id=2512&Itemid=132 [sidefx.com]
Then maybe start a new thread with your questions.
Rob
http://www.sidefx.com/index.php?option=com_content&task=view&id=2512&Itemid=132 [sidefx.com]
Then maybe start a new thread with your questions.
Rob
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- cameradude
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Good stuff from Ari, I'm working through that now, along with a vex fractal tutorial.
I found this as well: http://www.sidefx.com/index.php?option=com_content&task=view&id=1744&Itemid=166 [sidefx.com]
Your examples also helped me learn by studying the vops nets…just hoping you'll post more.
Thanks again!
I found this as well: http://www.sidefx.com/index.php?option=com_content&task=view&id=1744&Itemid=166 [sidefx.com]
Your examples also helped me learn by studying the vops nets…just hoping you'll post more.
Thanks again!
- circusmonkey
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Technique:- Use a texture projection sop from the camera to drive points as members of a group using the following expression
$MAPU >= 0 && $MAPU <=1 && $MAPV >=0 && $MAPV <=1 && $MAPW = 0 && $MAPW <=1
Then in vops move the points to prove the group is working. Can be used for all sorts of things like to define the birth of points from geometry only when the camera is looking at the subject matter.
Rob
$MAPU >= 0 && $MAPU <=1 && $MAPV >=0 && $MAPV <=1 && $MAPW = 0 && $MAPW <=1
Then in vops move the points to prove the group is working. Can be used for all sorts of things like to define the birth of points from geometry only when the camera is looking at the subject matter.
Rob
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- hanton
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