paint subatribute
3791 2 2- Max Evgrafov
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when I use node-paint, I can change value of atribute. But if atribute more i have some problems. can i paint subatribute ? For example "envelope weight“, ”envelope weight“, ”envelope weight".
I'm going to do custom envelop, and I want use this atribute to create map of enveloipe weight
http://www.youtube.com/watch?v=lQjOxoCf9nE [youtube.com]
- halfdan
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Max EvgrafovFrom the top of my head, there's a couple of ways:
when I use node-paint, I can change value of atribute. But if atribute more i have some problems. can i paint subatribute ? For example "envelope weight“, ”envelope weight“, ”envelope weight".
- Use the Red/Green/Blue merge modes in the paint SOP.
- Write your values to a separate attribute and use a point wrangle to copy from that attribute to the target value (sample VEX code: "v@envelope_weight = @Cd.r;")
Halfdan Ingvarsson
Senior Developer
Side Effects Software Inc
Senior Developer
Side Effects Software Inc
- grayOlorin
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One thing that may be nice to make working with skinning a little easier in Houdini (and do not take me wrong, houdini does have great skinning tools!) is to allow for storage of weights in a more straighforward fashion (i.e. two dimensional array of influences vs points)
Although the index pair attribute is more memory friendly, dealing with a list of straighforward attributes is SO much easier… (plus we are able to leverage more of the rich attribute node library in houdini instead of just the capture nodes). I also feel the capture nodes in some cases act a bit “non-procedural”, making them a bit harder to integrate in procedural workflows
I even wrote a python operator (using numpy! thank you SESI ) to generate the weight attributes similar to SI and maya, process them in houdini using all the usual awesome operators, then write it back out to XML
Although the index pair attribute is more memory friendly, dealing with a list of straighforward attributes is SO much easier… (plus we are able to leverage more of the rich attribute node library in houdini instead of just the capture nodes). I also feel the capture nodes in some cases act a bit “non-procedural”, making them a bit harder to integrate in procedural workflows
I even wrote a python operator (using numpy! thank you SESI ) to generate the weight attributes similar to SI and maya, process them in houdini using all the usual awesome operators, then write it back out to XML
-G
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