Thanks for your response on this.
When I get a bit of time I'll take a look.
Currently I've been using the Sequence List a lot, but often I get to the end of a task and just want to batch write out all my sequences. So was looking for a nice quick way to do it.
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Technical Discussion » accessing current flipbook with python
- michael1
- 15 posts
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Technical Discussion » accessing current flipbook with python
- michael1
- 15 posts
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Hi,
Say I have an mplay open and I've done a few flipbooks stored in memory.
I can currently view them manually with the Sequence List window.
If I wanted to have access to these different sequences via python is this possible ?
My end goal is to write a little python script to write all the different sequences to disc.
Thanks !
Say I have an mplay open and I've done a few flipbooks stored in memory.
I can currently view them manually with the Sequence List window.
If I wanted to have access to these different sequences via python is this possible ?
My end goal is to write a little python script to write all the different sequences to disc.
Thanks !
Technical Discussion » Revolve curve, but not 360 and still create nice geometry.
- michael1
- 15 posts
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Hello,
I have a curve that I would like to revolve to create a closed surface.
However I don't want to revolve it a full 360 degrees.
I need a rotation value that is controllable, but will always be 180 or less.
I can't find a way to create some nice geometry.
And I've tried playing with copy sop and then skin sop, then a poly cap. But I always end up with some funky geo as a result.
Any ideas ?
I've attached a scene, of a few attempts. It's close but I can't get the final poly cap stage to work.
Thanks in advance
I have a curve that I would like to revolve to create a closed surface.
However I don't want to revolve it a full 360 degrees.
I need a rotation value that is controllable, but will always be 180 or less.
I can't find a way to create some nice geometry.
And I've tried playing with copy sop and then skin sop, then a poly cap. But I always end up with some funky geo as a result.
Any ideas ?
I've attached a scene, of a few attempts. It's close but I can't get the final poly cap stage to work.
Thanks in advance
Technical Discussion » point instancing smoke with motion blur
- michael1
- 15 posts
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Hello,
I'm trying to use point instancing to instance on some smoke sims to lots of points.
I have cached out a smoke sim as a bgeo sequence. Then on my points I have set the attribute “instancefile” to be this bgeo sequence.
It renders okay except for motion blur.
I've tried all the options I can see and can't seem to get any motion blur to work.
Any tips/example scenes ? Is this even possible ?
Cheers,
I'm trying to use point instancing to instance on some smoke sims to lots of points.
I have cached out a smoke sim as a bgeo sequence. Then on my points I have set the attribute “instancefile” to be this bgeo sequence.
It renders okay except for motion blur.
I've tried all the options I can see and can't seem to get any motion blur to work.
Any tips/example scenes ? Is this even possible ?
Cheers,
Technical Discussion » Apprentice installation difficulties on ubuntu 9.10
- michael1
- 15 posts
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Technical Discussion » Apprentice installation difficulties on ubuntu 9.10
- michael1
- 15 posts
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I appear to be on version 2.10.1
I've tried doing a system update, but it didn't update that particular library.
Also the synaptic package manager tells me the latest version is 2.10.1.
The only thing I haven't tried is updating my ubuntu to 10.04.1 LTS - which the Update Manager tells me is available,
or is there another option available to me?
thanks for helping.
I've tried doing a system update, but it didn't update that particular library.
Also the synaptic package manager tells me the latest version is 2.10.1.
The only thing I haven't tried is updating my ubuntu to 10.04.1 LTS - which the Update Manager tells me is available,
or is there another option available to me?
thanks for helping.
Technical Discussion » Apprentice installation difficulties on ubuntu 9.10
- michael1
- 15 posts
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Technical Discussion » Apprentice installation difficulties on ubuntu 9.10
- michael1
- 15 posts
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I've tried installing Houdini apprentice 11.0.701 onto my ubuntu 9.10 32-bit machine.
Being a bit of a linux newbie I followed these instructions for the installation part:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14289 [sidefx.com]
that all seemed to work fine,
but when I try to actually run houdini I get this error message:
/opt/hfs11.0.701/bin/houdini-bin: /lib/tls/i686/cmov/libc.so.6: version `GLIBC_2.11' not found (required by /opt/hfs11.0.701/bin/../dsolib/libtiff.so.4)
I thought at first I might of done something stupid like install 64-bit houdini onto my 32-bit machine, but I hadn't.
Would anyone be able to help?
thanks,
Michael
Being a bit of a linux newbie I followed these instructions for the installation part:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14289 [sidefx.com]
that all seemed to work fine,
but when I try to actually run houdini I get this error message:
/opt/hfs11.0.701/bin/houdini-bin: /lib/tls/i686/cmov/libc.so.6: version `GLIBC_2.11' not found (required by /opt/hfs11.0.701/bin/../dsolib/libtiff.so.4)
I thought at first I might of done something stupid like install 64-bit houdini onto my 32-bit machine, but I hadn't.
Would anyone be able to help?
thanks,
Michael
Technical Discussion » Disabling asset parameters
- michael1
- 15 posts
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Thank you, that was really simple I don't know why I didn't think of that.
For anyone who reads this and wants to know more, I created a parameter and used an opninputs(“.”) expression in its default value. This will give the number of inputs and now the other parameter can be disabled if this parameter is below a certain value.
For anyone who reads this and wants to know more, I created a parameter and used an opninputs(“.”) expression in its default value. This will give the number of inputs and now the other parameter can be disabled if this parameter is below a certain value.
Technical Discussion » Disabling asset parameters
- michael1
- 15 posts
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I'm wondering if this is possible.
I have made a digital asset which takes in two inputs. I would like to disable some of the parameters if nothing is plugged into its second input.
By disable I mean grey out the parameter so it cannot be used by the user - using the “Disable When” option.
Thanks
I have made a digital asset which takes in two inputs. I would like to disable some of the parameters if nothing is plugged into its second input.
By disable I mean grey out the parameter so it cannot be used by the user - using the “Disable When” option.
Thanks
Technical Discussion » Texture swimming
- michael1
- 15 posts
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I found a solution, for anyone who is having a similar problem here is what I did:
Before my anti aliased noise I placed a transform vop. This takes in P from global variables and is set to transform it from camera space to object space, this is then plugged into my noise and then continue as normal.
This is for when my object is stationary but the camera is moving. Hope that helps anyone.
Before my anti aliased noise I placed a transform vop. This takes in P from global variables and is set to transform it from camera space to object space, this is then plugged into my noise and then continue as normal.
This is for when my object is stationary but the camera is moving. Hope that helps anyone.
Technical Discussion » Texture swimming
- michael1
- 15 posts
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Hi,
I'm having a texture swimming problem. I have a model with a procedural noise displacement over it, when the camera moves in my scene so too does the noise.
So this means the noise is using the camera space whereas I need it to use object space? This is done with rest position, I'm confused as to whether I should be setting this in the shader to texture space or object space.
I added a rest sop before adding my material sop and rest vop to my shader in my scene, but now when I render the size of my object and its resolution seems to of changed quite drastically.
If you look at the attached files hopefully it makes it clear.
Cheers
I'm having a texture swimming problem. I have a model with a procedural noise displacement over it, when the camera moves in my scene so too does the noise.
So this means the noise is using the camera space whereas I need it to use object space? This is done with rest position, I'm confused as to whether I should be setting this in the shader to texture space or object space.
I added a rest sop before adding my material sop and rest vop to my shader in my scene, but now when I render the size of my object and its resolution seems to of changed quite drastically.
If you look at the attached files hopefully it makes it clear.
Cheers
Technical Discussion » Creating a displacement map from points
- michael1
- 15 posts
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Hi Tamte, I had a go at your second suggestion of converting the points to UV space then rendering them out. It works quite nicely but seems a bit a bit fiddly, I'm trying to achieve something as procedural as possible that can update every frame so I think point clouds are the way forward.
This is where my problem is, I understand the concept of point clouds but my knowledge of them is at absolute zero. I'm probably pushing my luck but if you could explain or show an example of using point clouds in a simple shader which shades or displaces the surface close to the proximity of any points, that would be a big help.
Sorry to ask for so much but I have looked everywhere for a nice example which explains it to me but I can't find any.
Regards, Michael
This is where my problem is, I understand the concept of point clouds but my knowledge of them is at absolute zero. I'm probably pushing my luck but if you could explain or show an example of using point clouds in a simple shader which shades or displaces the surface close to the proximity of any points, that would be a big help.
Sorry to ask for so much but I have looked everywhere for a nice example which explains it to me but I can't find any.
Regards, Michael
Technical Discussion » Creating a displacement map from points
- michael1
- 15 posts
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Thanks for the fast reply tamte, thats really helpful.
Sorry to ask what is probably a really basic question but you say to render as lines with an ortho camera. I don't quite see how this applies to what I'm trying to achieve. Would they be rendered out in UV space and then used as a map afterwards?
Thanks again.
Sorry to ask what is probably a really basic question but you say to render as lines with an ortho camera. I don't quite see how this applies to what I'm trying to achieve. Would they be rendered out in UV space and then used as a map afterwards?
Thanks again.
Technical Discussion » Creating a displacement map from points
- michael1
- 15 posts
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Hello, can someone offer some help me with this problem I'm having. I'll try and explain the situation:
I have a model which has points growing over its surface, these points are joined together with lines and so can be resampled etc to increase their number. The model has been UV'd and I would like to be able to use these points on the surface as a displacement map for the model.
It seems like it should be possible but I just don't know where to start.
I'd like to avoid using the attribute transfer - my understand is that it will transfer information to the points but this will be defined by the resolution of the mesh and so could look quite ‘blocky’ unless I'm wrong about this.
(The UV's look like this , they're not continually joined together but separated - I don't know if that makes a difference but thought I should say.)
I have a model which has points growing over its surface, these points are joined together with lines and so can be resampled etc to increase their number. The model has been UV'd and I would like to be able to use these points on the surface as a displacement map for the model.
It seems like it should be possible but I just don't know where to start.
I'd like to avoid using the attribute transfer - my understand is that it will transfer information to the points but this will be defined by the resolution of the mesh and so could look quite ‘blocky’ unless I'm wrong about this.
(The UV's look like this , they're not continually joined together but separated - I don't know if that makes a difference but thought I should say.)
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