Keith Johnson
Yep that's the link. Thanks Tom.
The opTransform_ql node that I used in the example turned out to be a fairly simple implementation of an inline VEX code snippet. I believe it was just a single line calling the built-in opTransform() function. Still, had I not installed qLib, it probably would have taken me awhile to figure it out :wink:
In theory you could achieve the optransform() with a built-in houdini VOP node (don't remember its name right now) – the node compiles to optransform(), but the “object” mode wasn't working, so we came up with that asset as a workaround.
The qLib collection is really stellar and gives you a whole slew of useful compounds. Having said that, I'm trying to refrain from relying on them so that I can make sure to learn the fundamentals of Houdini in a deeper way. It's good to know there's stuff like that out there though.
What qLib really is (although we never “advertise” it that way), it is a kind of an initiative. We realized we'll need to build an asset library, and instead of going for keeping it in-house, we publish everything right from the beginnings. Making it public forces us to actually adhere to some standards and avoid the “in-house in-breed” style that plagues lots of in-house stuff all over the place.
You won't find any “build me a city” or similar nodes in there (those things you still have to figure out on your own). But I'd like to believe we provide important basic building blocks that we're trying to make as solid as possible.
I'm glad you guys like it, though, we don't get too much feedback (especially not RFEs or bug reports – but hey, maybe we're just that perfect
). Hey, we're even have proper help pages with images and all.
cheers
ps.: you can read about what's the various sections (base, experimental, etc.) about here:
https://github.com/qLab/qLib/wiki/Introduction#reliability-and-backward-compatibility [
github.com]