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3rd Party » Quelsolaar Ministry of Flat HDA
- Denis Zaika
- 7 posts
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Houdini Lounge » will houdini consider adopting the new C4D/blender like UI?
- Denis Zaika
- 7 posts
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Houdini Indie and Apprentice » Splitting Mesh Islands
- Denis Zaika
- 7 posts
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Now we have "foreach named primitive" and "foreach connected piece" blocks. Thanks to SideFX.
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- Denis Zaika
- 7 posts
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Sorry for necroposting, just ran into a similar problem. It's easily solved with unclamp option in ends:sop, and uniform parametrization in basis:sop.
Technical Discussion » How to reference result of addpoint() function ?
- Denis Zaika
- 7 posts
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Thank you for this clarification. I've solved this problem by using point @id's instead of point numbers. Also it's possible to pregenerate points in another wrangle, and then set their positions.
Technical Discussion » How to reference result of addpoint() function ?
- Denis Zaika
- 7 posts
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Suppose, I have an attribute wrangler running over primitives ...
But, point number returned by addpoint() function isn't final number. After operation, all primitives have the same
value for prim_center attribute which is @numpt of the input. How to fix this behaviour ?
// create new point at primitive center vector center = primuv(0, "P", @elemnum, {0.5, 0.5, 0}); int pt = addpoint(0, center); // reference new point from primitive setprimattrib(0, "prim_center", @elemnum, pt);
value for prim_center attribute which is @numpt of the input. How to fix this behaviour ?
Technical Discussion » How to use arnold AOV post-shaders ?
- Denis Zaika
- 7 posts
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Arnold manual states ...
A list of shaders can be defined that will be evaluated after the regular surface shader. With this, it's possible to add shaders to set specific AOVs without modifying the original shader tree. Shaders intended for this purpose should add a booleanmetadata named aov_shader on the node itself, as a user-interface hint. If options.atmosphere or options.background are set, these global AOV shaders will also be run for atmosphere and background contexts.What does it mean "add a booleanmetadata named aov_shader on the node itself" ? I've added toggle named aov_shader on arnold shader network, but it doesn't work.
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