Hi Guys,
Just upgraded to 12.5.316.22 which is awesome so far. But have a strange issue:
$CEX / $CEY / $CEZ appear to not be working (have tried on transform and point nodes so far). Must be an issue with upgrading as i have an asset where this was working perfectly fine in 12.1
The centroid() expression works as usual, but i'm just recieving 0 values when using the variables. No errors or anything, its clearly accepting the variables but not giving the right values.
On Ubuntu 12.04
Anyone else have the same issue?
~ Craig
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Technical Discussion » 12.5 Centroid Variables Issue?
- mrtonks
- 54 posts
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Technical Discussion » Elastic effect on flip fluids on H12
- mrtonks
- 54 posts
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Really Excellent tips and files in this thread, results are gorgeous!
Uploaded a little video testing the parameters here:
https://vimeo.com/56375329 [vimeo.com]
~ Craig
Uploaded a little video testing the parameters here:
https://vimeo.com/56375329 [vimeo.com]
~ Craig
Technical Discussion » Extract Transforms from objects parent
- mrtonks
- 54 posts
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Ah yes that works perfectly, knew there'd be a simple solution! many thanks to you both
Technical Discussion » Extract Transforms from objects parent
- mrtonks
- 54 posts
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Technical Discussion » Extract Transforms from objects parent
- mrtonks
- 54 posts
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Hey guys,
I'm looking to output my camera from houdini to nuke - not an issue in itself, but i need the camera to have its transforms accessible
The setup i have is as follows:
Bring in two tracks and cameras from PFtrack into seperate subnetworks
Transform the subnetworks to reposition everything
Blend node to go between these two tracks (keyframed sequence blend)
And finally my new camera parented at the end - meaning camera itself has no transforms
So i'm basically looking to take the transformation coming from the blend node, and reference that onto the final camera - rather than just parent. Seems like it would be simple if i only new the right button to press… !
Thanks,
~ Craig
I'm looking to output my camera from houdini to nuke - not an issue in itself, but i need the camera to have its transforms accessible
The setup i have is as follows:
Bring in two tracks and cameras from PFtrack into seperate subnetworks
Transform the subnetworks to reposition everything
Blend node to go between these two tracks (keyframed sequence blend)
And finally my new camera parented at the end - meaning camera itself has no transforms
So i'm basically looking to take the transformation coming from the blend node, and reference that onto the final camera - rather than just parent. Seems like it would be simple if i only new the right button to press… !
Thanks,
~ Craig
Technical Discussion » Ptex
- mrtonks
- 54 posts
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Okay me being stupid, found it was a path problem, worked fine when i opened a shell in the directory and ran the code
Technical Discussion » Ptex
- mrtonks
- 54 posts
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I've attempted using gptex and also running into trouble - in your file and my own the Shell ROP gives an error:
Error: Shell command exited with code 1.
Any ideas why this might be?
Error: Shell command exited with code 1.
Any ideas why this might be?
Technical Discussion » Volume Shadow Matte / Phantom?
- mrtonks
- 54 posts
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Technical Discussion » Volume Shadow Matte / Phantom?
- mrtonks
- 54 posts
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Hmm that is close, but i've attatched two tests i did - one with the volume matte shaded and the other normal. The matte shading seems to block it out too strongly and totally hides the drops that should be slightly visible still :?
Technical Discussion » Volume Shadow Matte / Phantom?
- mrtonks
- 54 posts
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Hi Everyone, did a search and couldnt find anything about this:
I have a scene with a cloud (a volume) with a billowy smoke shader and i have raindrops (Flip fluid generated from geometry with lots of copies).
I would like seperate passes of the cloud and the drops, but i can't figure out how to do it so the drops are properly occluded - i mean, if half a drop is in the cloud only the half out of its rendered - is that possible / is this the right way to approach this kind of scene?
I'm probably missing a simple solution so forgive me if its obvious!
~ Craig
I have a scene with a cloud (a volume) with a billowy smoke shader and i have raindrops (Flip fluid generated from geometry with lots of copies).
I would like seperate passes of the cloud and the drops, but i can't figure out how to do it so the drops are properly occluded - i mean, if half a drop is in the cloud only the half out of its rendered - is that possible / is this the right way to approach this kind of scene?
I'm probably missing a simple solution so forgive me if its obvious!
~ Craig
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