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Technical Discussion » Python USD API: Getting .USD output path
- simonreeves
- 6 posts
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I had to reply to say thank you as I was struggling with this, and for the same reason too (deadline submitter!) I noticed the attribute was green but didn't quite twig adding the argument to Get(), cheers!
Technical Discussion » Python parameter expression not re-cook node
- simonreeves
- 6 posts
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I tried your scene this time, it actually works fine for me - toggling ‘enable merge 1’ while displaying OUT - the geo updates
this is in 18.0.566 if it helps
Also you say its a python expression, but you are using hscript!
this is in 18.0.566 if it helps
Also you say its a python expression, but you are using hscript!
Technical Discussion » Python parameter expression not re-cook node
- simonreeves
- 6 posts
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I haven't opened your hipfile so forgive me if this doesn't help - but for conditional switching perhaps you should consider the switch-if SOP, it is very useful - for instance, you could test if a certain SOP has a point count > 0 and switch between different object merge SOPs
Technical Discussion » Render Packed Point attributes mantra
- simonreeves
- 6 posts
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Hello,
Apologies if my terminolgy is not quite sound, I'm getting there!
I understand that I can create attributes on geo that have the same name as parameters in shaders, such as ‘rough’ and they will override the value in the UI.
But how do I use the same attributes on packed geometry? Just like the standard “Use Packed Color”.
I found on a forum post to use the ‘renderstate’ node.
I also see that that is how ‘packed color’ works when digging into the shaders (attached).
But when I plug in a renderstate with “packed:rough” I don't get a result.
Any ideas?
Thanks
Apologies if my terminolgy is not quite sound, I'm getting there!
I understand that I can create attributes on geo that have the same name as parameters in shaders, such as ‘rough’ and they will override the value in the UI.
But how do I use the same attributes on packed geometry? Just like the standard “Use Packed Color”.
I found on a forum post to use the ‘renderstate’ node.
I also see that that is how ‘packed color’ works when digging into the shaders (attached).
But when I plug in a renderstate with “packed:rough” I don't get a result.
Any ideas?
Thanks
Technical Discussion » Houdini Subsurface scattering not working on Mantra Shader
- simonreeves
- 6 posts
- Offline
Different result to the tutorial because it is having no effect? There was a bug in a previous version of houdini.
https://www.sidefx.com/forum/topic/44583/?page=1#post-207793 [sidefx.com]
https://www.sidefx.com/forum/topic/44583/?page=1#post-207793 [sidefx.com]
SI Users » Alembic Import Workflow
- simonreeves
- 6 posts
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I have been using “a” recently, the first tickbox (I dont have houdini in front of me) can be useful, avoiding subnetworks.
Objects changing name could always be a potential issue I suppose, wildcards are useful though!
I'm probably not being helpful, but I'm just also interested in the subject.
Objects changing name could always be a potential issue I suppose, wildcards are useful though!
I'm probably not being helpful, but I'm just also interested in the subject.
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