thanks Eetu!
transform node did the trick. i used world >> camera and it gives me what i need.
the reason why i need this custom normal is because i need to get two normals ( “N” and “N2”) from sop to the shader.
Kustaa
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Houdini Indie and Apprentice » normals to camera space in vop
- kustaa
- 47 posts
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Houdini Indie and Apprentice » normals to camera space in vop
- kustaa
- 47 posts
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hi guys,
i would need a two normals to my shader.
i tried to get the “N2” normal to vop with parameter node.
it gives me the normals in world space(i believe) and i would need to convert them to camera space.
in RSL it would be the ntransform function, how about in houdini?
thanks!
Kustaa
i would need a two normals to my shader.
i tried to get the “N2” normal to vop with parameter node.
it gives me the normals in world space(i believe) and i would need to convert them to camera space.
in RSL it would be the ntransform function, how about in houdini?
thanks!
Kustaa
Houdini Indie and Apprentice » particle ribbons
- kustaa
- 47 posts
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Houdini Indie and Apprentice » particle ribbons
- kustaa
- 47 posts
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i made a scene where particles leave nurbs cylinder trails.
i create particle trails from moving particles. then i use those trails in a forEach SOP. i separate the forEach iterations with the trailParticles parent attribute to get one whole trail. them i just copy circles on those and skin it.
it works ok but the main problem is the speed.
could there be a better way to use the forEach SOP or maybe a completely different approach?
cos right now forEach SOP has to go through all the trailParticles in each iteration to check if their parent attr matches with the current iteration number and it gets easily very slow.
cheers
Kustaa
i create particle trails from moving particles. then i use those trails in a forEach SOP. i separate the forEach iterations with the trailParticles parent attribute to get one whole trail. them i just copy circles on those and skin it.
it works ok but the main problem is the speed.
could there be a better way to use the forEach SOP or maybe a completely different approach?
cos right now forEach SOP has to go through all the trailParticles in each iteration to check if their parent attr matches with the current iteration number and it gets easily very slow.
cheers
Kustaa
Technical Discussion » vertex velocity
- kustaa
- 47 posts
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hi,
i want to use vertex velocity as a normal on mesh.
i didnt find a straight way to get the velocity from a vertex so i did it through chops. this becomes pretty slow if i have lots of points and frames.
what would be a better way to get the velocity?
somehow storing previous point positions and calculating vector from those?
if i did want to use the chops approach how could i optimize it so that i didnt have to cook the whole timeline to each channel?
thanks!
K
i want to use vertex velocity as a normal on mesh.
i didnt find a straight way to get the velocity from a vertex so i did it through chops. this becomes pretty slow if i have lots of points and frames.
what would be a better way to get the velocity?
somehow storing previous point positions and calculating vector from those?
if i did want to use the chops approach how could i optimize it so that i didnt have to cook the whole timeline to each channel?
thanks!
K
Technical Discussion » simple expression question
- kustaa
- 47 posts
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i just realized that $LIFE is between 0-1 and my channel is between 0-100.
so adding a simple multiplier in the expression fixes it.
so adding a simple multiplier in the expression fixes it.
Technical Discussion » simple expression question
- kustaa
- 47 posts
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hi,
i got this simple scene where i have a box copied with copy sop on particles. and i wanna control each copy's scale individually with keyframed animation so that their animation offset is based on particles life.
im trying to get correct scale value with this expression:
chopf(“../chopnet1/OUT/anim”, stamp(“../copy1”, “cpLife”, 0))
what am i doing wrong?
cheers!
i got this simple scene where i have a box copied with copy sop on particles. and i wanna control each copy's scale individually with keyframed animation so that their animation offset is based on particles life.
im trying to get correct scale value with this expression:
chopf(“../chopnet1/OUT/anim”, stamp(“../copy1”, “cpLife”, 0))
what am i doing wrong?
cheers!
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