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Technical Discussion » Mass editing lights
- Nordin
- 19 posts
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opscript a light, or any object you want to know the parameter name of. That will give you all the info on that Op.
Technical Discussion » Does Render op still in COPs in version 6 /
- Nordin
- 19 posts
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To my knowledge, it's hidden in 5.5, and gone in 6. In 5.5 CopsV1 was still a part of the package, but you needed to enable it by setting the env variable
HOUDINI_COPTOPMAT = 1
Then you will be able to use CopsV1 and CopsV2. In 6 they removed this altogether. A shame because the render cop was very useful.
HOUDINI_COPTOPMAT = 1
Then you will be able to use CopsV1 and CopsV2. In 6 they removed this altogether. A shame because the render cop was very useful.
Technical Discussion » Custom Attributes and Vex
- Nordin
- 19 posts
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Technical Discussion » Problems using Renderman with houdini 6
- Nordin
- 19 posts
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Yeah, it got busted in the gold release of 6.0.286, but was subsequently fixed shortly after. I'd have to double check the build but I think anything after 6.0.305 has it fixed. I think it was only using rmands with the -old option that got busted, so it's still usable for shops.
Technical Discussion » Custom Attributes and Vex
- Nordin
- 19 posts
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In your parameter definitions in standard, non-vops vex, create the variable name you want to access and edit, but define it as an export type.
export float WGHT = 0;
You can then access the attribute within your vex pop as normal, and write to it as well.
You can do this in Vops too, the parameter vop has an export ability, as well I believe there's an import attribute vop, but I haven't used it much.
May the force be with you.
export float WGHT = 0;
You can then access the attribute within your vex pop as normal, and write to it as well.
You can do this in Vops too, the parameter vop has an export ability, as well I believe there's an import attribute vop, but I haven't used it much.
May the force be with you.
Technical Discussion » Problems using Renderman with houdini 6
- Nordin
- 19 posts
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Hola!
rmands isn't very well documented, but the help you get from just typing
rmands
In fact I haven't looked at the printed docs for this in years, there's a good chance they haven't been updated since either.
The way rmands used to genereate the .ds files from slo's it would create the elusive RMshader.ds, RMlight.ds etc. This was pre-shops days when renderman shaders were accessed through a dialog box on the object “Shading” tab. With the advent of shops, rmands was changed. If you want to access the shaders without having a shop created, use
rmands -old -d $HOME/houdini6/config/Scripts *.slo
This will create dialogs using the old method, and again you can access the shaders through the objects shading tab. If you don't care about this, and just want shops you will need to add the newly created rmands .ds files into your SHOPsurface etc file that can live in you $HOUDINI_PATH/shop directory. Look at the $HH/shop/SHOP* files to see the syntax. I would put these new SHOP files in your $HOME/houdini6/shop directory. Once they're defined there, and pointing to the .ds files you made with rmands the next launch of houdini should have shops!
Of course you may want to write your own scripts to manage these things, it does make it easier that way. Also, if you did want to use the old dialog method and shops, all you need to do is use rmands with the -old option as I said earlier, then follow the SHOP steps and you'll get both.
Hope this helps,
Adios
rmands isn't very well documented, but the help you get from just typing
rmands
In fact I haven't looked at the printed docs for this in years, there's a good chance they haven't been updated since either.
The way rmands used to genereate the .ds files from slo's it would create the elusive RMshader.ds, RMlight.ds etc. This was pre-shops days when renderman shaders were accessed through a dialog box on the object “Shading” tab. With the advent of shops, rmands was changed. If you want to access the shaders without having a shop created, use
rmands -old -d $HOME/houdini6/config/Scripts *.slo
This will create dialogs using the old method, and again you can access the shaders through the objects shading tab. If you don't care about this, and just want shops you will need to add the newly created rmands .ds files into your SHOPsurface etc file that can live in you $HOUDINI_PATH/shop directory. Look at the $HH/shop/SHOP* files to see the syntax. I would put these new SHOP files in your $HOME/houdini6/shop directory. Once they're defined there, and pointing to the .ds files you made with rmands the next launch of houdini should have shops!
Of course you may want to write your own scripts to manage these things, it does make it easier that way. Also, if you did want to use the old dialog method and shops, all you need to do is use rmands with the -old option as I said earlier, then follow the SHOP steps and you'll get both.
Hope this helps,
Adios
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