mosssi
float angle = 0.8;
matrix rot = ident();
vector axis = {0,1,0};
rotate(rot, angle , axis);
vector rotateP = @P * rot;
@P = rotateP;
//angle is in Radian
this is for rotating object
Many many thanks!!!!
It worked!
Got it!!!!
mosssi
float angle = 0.8;
matrix rot = ident();
vector axis = {0,1,0};
rotate(rot, angle , axis);
vector rotateP = @P * rot;
@P = rotateP;
//angle is in Radian
this is for rotating object
tamte
it limits how many points it will open within given radius
so in your example A the radius is pretty small so there is no instance of a red point having more that 1 green point within that radius anyway
and even if it did, you are not looping over found points
with pciterate outside of any loop, you are essentially geting just first found point no matter how many of them pcopen would return
for easy way of filtering values of multiple open points you can use pcfilter, for more custom way you can use for or while loop
tamte
it limits how many points it will open within given radius
so in your example A the radius is pretty small so there is no instance of a red point having more that 1 green point within that radius anyway
and even if it did, you are not looping over found points
with pciterate outside of any loop, you are essentially geting just first found point no matter how many of them pcopen would return
for easy way of filtering values of multiple open points you can use pcfilter, for more custom way you can use for or while loop
tamte
here is one of the ways
basically in wrangle you can specify the default value of the attribute using:
type @name = constant_default_value;
so in your case something like:
float @catch_frame = -1;
if (f@catch_frame==-1) f@catch_frame = @Frame;
if you run it only on group you are interested in, it will mark the frame when the particle entered the group
rafal
If I understand correctly, the imported RSL shader refers to some .slo file. If so, then most likely RenderMan can't find the .slo. You may need to adjust your shader search path on the Rib ROP node (in Properties > Paths folder).
You can change it to something like “&:$HH/ri_shaderspath/to/mysl/dir”.
tamte
not sure if you can, RSL shaders are for REYES engine
you would need to turn RIS off and if your RSL shader needs lighting, use traditional Houdini point lights instead of pxrlights
rafal
Fixed in H15.0.279 daily build available tomorrow.
awong
Yup, this is likely a bug. I notified the relevant developer, so he'll look into it. Thanks for posting this!
rafal
Try unsetting the HOUDINI_RI_SHADERPATH altogether.
That's because it is intended for RSL shaders while in your .hip file it is set to the RIS plugins location. PRMan20.3 still uses RSL for light shaders, ie PxrStdAreaLight is an RSL shader (in $RMANTREE/lib/rsl/shaders/PxrAreaLight.slo) and since your path does not include that location, the renderer cannot find it.
You should not need to set HOUDINI_RI_SHADERPATH for simple scenes. If you do, you probably should include the RSL subdir as well as $HH/ri_shaders that contains RSL shaders used sometimes by Houdini. As of H15.0.239, there is also a HOUDINI_RI_RIXPLUGINPATH env var for search path of the RIS shader plugins (as opposed to RSL shaders), if you really must specify non-standard locations.
Finally, if that does not help, it may be useful to:
- go to the ROP node
- in the Driver tab, turn on Disk File and specify .rib location
- press ‘Render to Disk’ button and see if there are any errors on the node
- inspect the generated .rib file
- in Houdini command line shell utility, run:
render test.rib
and see if there are any rendering errors from RenderMan
Hope this helps,
Rafal
rafal
Your light is far away and does not illuminate the teapot enough for it to be seen. Although, you can increase the gamma correction (to the right of your alpha button) to make it appear.
So, either move the light closer to the teapot or increase the exposure on the light object. Eg, in the fixed file, it's set to 5.
rafal
You probably need to assign a RIS shader to the teapot or create a Pxr light object.
See the example here:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=189148#189148 [sidefx.com]