What about using the OpScript command in hscript?
The opscript command let you save any part of a Houdini network as
a set of hscript commands by redirecting the standard output of opscript ( with options ) to a file.
You can then source this script from ‘i suppose’ any Houdini other version, since it's just a ascii file.
Yet there may be some limitations: for example some commands may not be the same across different versions. Maybe it doesn't work with OTLs and maybe it doesn't save things like hotkeys or preferences.
Anyway, i suggest you to have a look at this powerful opscript command.
hint: if you save a whole scene, that is differents networks, save the different
networks separately , and be careful that then, you'll have to source some networks first since for
example SHOP, SOP, COP, POP may rely on VOP,
so source the VOP first!
Since i only use the apprentice version, i can just hope that this will work for your case.
I can't see why it couldn't!
The other question : is this allowed.
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Technical Discussion » May I import hip from nc-version to houdini ?
- David Gary
- 74 posts
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Technical Discussion » $RENDERPASS variable
- David Gary
- 74 posts
- Offline
Technical Discussion » Conditions
- David Gary
- 74 posts
- Offline
Technical Discussion » $RENDERPASS variable
- David Gary
- 74 posts
- Offline
ok sorry !
But english is not my native tongue.
Let's suppose i want to render an object non-photorealistically.
I want to apply one shader that holds the texture and another which
encodes (normal-eye)-(z-depth)-id to use for an edge detection in the compositer.
I want then to composite the two images…
I thought that i could lauch the two renders, one after the other, “in one click”.
And i thought that the $renderpass variable would tell Houdini to change the
shader for the second pass.
But ok! i was too lazy! i'm gonna create two Mantra Outputs and click two times!
(aoow! my finger!).
I just wondered how to automate this task: the answer is definitely the hscript.
thanks all!
But english is not my native tongue.
Let's suppose i want to render an object non-photorealistically.
I want to apply one shader that holds the texture and another which
encodes (normal-eye)-(z-depth)-id to use for an edge detection in the compositer.
I want then to composite the two images…
I thought that i could lauch the two renders, one after the other, “in one click”.
And i thought that the $renderpass variable would tell Houdini to change the
shader for the second pass.
But ok! i was too lazy! i'm gonna create two Mantra Outputs and click two times!
(aoow! my finger!).
I just wondered how to automate this task: the answer is definitely the hscript.
thanks all!
Technical Discussion » $RENDERPASS variable
- David Gary
- 74 posts
- Offline
I found that the $RENDERPASS variable could be used with the shader SwitchOP. :roll:
in order to switch between shaders depending on the “pass number”.
I don't want to re-create a new Scene at each “pass”, just to change the shader.
But i'm gonna create a little tcl/tk-hscript utility to do this kind of things
(when i've got the time).
Anyway, thx for your answer
in order to switch between shaders depending on the “pass number”.
I don't want to re-create a new Scene at each “pass”, just to change the shader.
But i'm gonna create a little tcl/tk-hscript utility to do this kind of things
(when i've got the time).
Anyway, thx for your answer
Technical Discussion » Conditions
- David Gary
- 74 posts
- Offline
Hi again!
Try the following
Create two spheres: sphereA and sphereB.
Do the switchOP thing.
try this expression:
((centroid(“/obj/model/sphereB”,D_Z)-centroid(“/obj/model/sphereA”,D_Z))==0)&&((centroid(“/obj/model/sphereB”,D_Y)-centroid(“/obj/model/sphereA”,D_Y))==0)
warning: in this case, the null must be the first input and the box the second input.
Then change the spheres center to check the result .
Hope that helps.
Expressions get and set informations.
VEX only modify information :idea:
Try the following
Create two spheres: sphereA and sphereB.
Do the switchOP thing.
try this expression:
((centroid(“/obj/model/sphereB”,D_Z)-centroid(“/obj/model/sphereA”,D_Z))==0)&&((centroid(“/obj/model/sphereB”,D_Y)-centroid(“/obj/model/sphereA”,D_Y))==0)
warning: in this case, the null must be the first input and the box the second input.
Then change the spheres center to check the result .
Hope that helps.
Expressions get and set informations.
VEX only modify information :idea:
Technical Discussion » Conditions
- David Gary
- 74 posts
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:idea: To create is to switch between nothing and something!
Why not use a switchOP with two inputs: something (your box) and nothing (a null sop)
Then type your expression in the “select input field”.
Why not use a switchOP with two inputs: something (your box) and nothing (a null sop)
Then type your expression in the “select input field”.
Technical Discussion » $RENDERPASS variable
- David Gary
- 74 posts
- Offline
This is a very simple question (i suppose). :?:
How do i use the $RENDERPASS variable?
Additionnaly:
how can it be incremented (for example each time i launch
a new render).
And generally, how can i render multiple passes without asking explicitly
Houdini to re-render a scene for each pass?
( in any case, i'm going to learn hscript!)
thx for help!
How do i use the $RENDERPASS variable?
Additionnaly:
how can it be incremented (for example each time i launch
a new render).
And generally, how can i render multiple passes without asking explicitly
Houdini to re-render a scene for each pass?
( in any case, i'm going to learn hscript!)
thx for help!
Technical Discussion » Shading question
- David Gary
- 74 posts
- Offline
Hi.
If you want to apply the same shader where parameters change on a per-copy basis, have a look
at this video tutorial:
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
name: geometry instancing.
It's a recent feature
It's not fully explained, (i found some informations only in this video) so you'll have to watch it with attention). :roll:
It makes Houdini truly different from other packages ( as many other things).
(only works with houdini 6)
Hope that helps!
(at least, give you new ideas) :!:
If you want to apply the same shader where parameters change on a per-copy basis, have a look
at this video tutorial:
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
name: geometry instancing.
It's a recent feature
It's not fully explained, (i found some informations only in this video) so you'll have to watch it with attention). :roll:
It makes Houdini truly different from other packages ( as many other things).
(only works with houdini 6)
Hope that helps!
(at least, give you new ideas) :!:
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