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Found 219 posts.

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Technical Discussion » galedit

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jacob clark
665 posts
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 May 4, 2011 21:31:35
Along time ago, I managed to find a bit of code that would expand gallery files for editing into hscript.

Something along the lines of editGal, or whatever. Does anyone remember what this maybe, and were it could be located?

I remember it being the only to make galleries useful! Thanks in advance!

cheers,
-j
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Technical Discussion » Volume as source?

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jacob clark
665 posts
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 March 11, 2011 17:24:01
Awesome, thanks, Spencer.

That sourceApply DOP is pretty sweet too!


cheers,
-j
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Technical Discussion » Volume as source?

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jacob clark
665 posts
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 March 11, 2011 12:58:42
Hi Guys,


I feel like I have done this a million times, but just can never remember the setup.

I want to use an animated volume as my source object for a smoke sim, and can't remember the best way to bring it in.

Here's my setup so far… Any tips on what is missing?!


thanks!
-j
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Technical Discussion » using relative paths in op:

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jacob clark
665 posts
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 March 8, 2011 12:34:25
Hi Grey,


You can use the opfullpath() expression for this.

op:`opfullpath('..')`

cheers,
-j
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Technical Discussion » dop - very slow reading sim file.

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jacob clark
665 posts
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 March 7, 2011 23:15:33
I've had the same slow behavior.

Also, maybe turning on the ‘Timeless’ Button on the sim might help?

It's been a while since I've investigated, but long ago, I just started writing everything in SOPs….

Good luck!
-j
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Technical Discussion » write obj - 1min per frame?

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jacob clark
665 posts
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 Feb. 28, 2011 15:09:50
Recently, I've been hit by having too many groups in an object… Do you have more than 100 groups?

-j
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Technical Discussion » Borders in Shatter

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jacob clark
665 posts
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 Feb. 9, 2011 11:49:35
Buki's idea would be m first choice. Though sometimes a bit too much deformation can cause some errors.

You can also cut the sphere up to say 100 chunks, then use the “Cluster” parameter to join some of them back up. This can give a chunky edge to your pieces.

cheers,
-j
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Houdini Lounge » How did you learn?

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jacob clark
665 posts
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 July 22, 2010 08:07:27
http://www.vizyacky.com/ [vizyacky.com]
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Technical Discussion » how to attach one particle per shattered piece?

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jacob clark
665 posts
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 July 13, 2010 04:39:03
Hi Ravinda,


Have a look at the Foreach SOP. This contains good tricks for isolating one peice at a time.
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Technical Discussion » smoothing Cd per point

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jacob clark
665 posts
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 July 8, 2010 06:48:48
Ahhh, I see your logic is sound.

Though, you could open EVERY point on the Point cloud in the PCFilter (per Point) to get away w/ the Modulus… Not sure which would be more efficient, 8 copies, or all Points.

I am curious to see what you create danilo!

-j
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Technical Discussion » smoothing Cd per point

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jacob clark
665 posts
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 July 8, 2010 05:19:01
Modulus?
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Technical Discussion » divergence pop

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jacob clark
665 posts
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 July 7, 2010 07:12:01
On the Source POP have a look a the Variance of the Initial Velocity. This should be a good place to start.

cheers,
-j
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Technical Discussion » menu scripts in HOM (or hscript if there's a way)

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jacob clark
665 posts
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 May 5, 2010 05:53:29
As a work around here, we have used opspareds.

As you notice, it clears the whole node, so we had to output the ENTIRE opspareds using opscript, insert the parameter we wanted, and then apply that back to the original node.

Not super clean, but gets the job done.


-j
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Technical Discussion » Pz extra image plane & matte objects

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jacob clark
665 posts
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 April 14, 2010 11:58:35
Hi Rob,


I believe that is the case.

You can whip together a shader with Pz as an export and use that instead.


cheers,
-j
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Technical Discussion » Surface from image stack

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jacob clark
665 posts
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 Feb. 11, 2010 17:59:13
The Trace SOP is pretty ideal for these situations.
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Technical Discussion » VOP POPs & attributes

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jacob clark
665 posts
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 Feb. 1, 2010 17:31:15
I can't quite remember how Variable mapping works in the VOP POP…

But you should definitely be able to use the poppoint() expression!
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Technical Discussion » mantra procedural--Sprite

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jacob clark
665 posts
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 Feb. 1, 2010 12:41:08
THey won't work unfortunately. The Pre-9 way is IMO a much better workflow, and much faster to generate the IFD files too, with much smaller .hip files (less nodes).

Hopefully this will be fixed in the future!

seconded!
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Technical Discussion » why??

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jacob clark
665 posts
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 Jan. 28, 2010 08:45:39
Nice!
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Technical Discussion » why??

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jacob clark
665 posts
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 Jan. 28, 2010 04:36:14
I am guilty of this as well. But I have to admit to making hundreds of OTLs over the years, probably one to do just a simple helix. And then thrown it away into a pile of mess that I've never touched again.

If I were to lodge one complainent. It's not against the Software, but rather the lack of Artists spreading tools out there for people to use. I use Johner over on Odforce as my Hero for this. One man, spreading out an entire Fracturing system ready to drop right into the software. (There are many others of course!)

I am very humbled by that man. And hopefully one day, will get the time to do my bit for the community as well. First step…… Helix OTL!!!!!!


-j
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Technical Discussion » Question: Mplay Re-sizing

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jacob clark
665 posts
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 Jan. 27, 2010 04:57:42
Yo,

Can you render to disk, load that image into a third party image viewer (flipper?), resize the viewer, then simply overwrite the image file flipper is pointed at with every subsequent render? As the new image renders you could even hit update (I think it was ‘u’ in flipper?) to give you interactive rendering type behaviour…


No.
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