These are an absolute blast!
Thanks a ton! 🩻
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Rigging » Apex Rigging Series I put together
- AslakKS
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Solaris and Karma » Camera metadata in Karma render
- AslakKS
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It should already be there by default
edit:
But I guess you want the camera metadata such as f-stop/lens/filmback size/shutter length
edit 2:
What about just embedding the camera as a camera.usda?
WorldToCameraand
WorldToNDC
edit:
But I guess you want the camera metadata such as f-stop/lens/filmback size/shutter length
edit 2:
What about just embedding the camera as a camera.usda?
Edited by AslakKS - 2023年11月16日 21:04:34
Houdini Lounge » How to render AOVs inside refracted object in karma?
- AslakKS
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Sure you can do this, this is what LPE's are for . . . Even if they are a bit confusing
Nice docs I used to get anywhere
https://www.sidefx.com/docs/houdini/render/lpe.html [www.sidefx.com]
edit:
I also need to learn to read . . .
C[T]*'YOUR-LPE-TAG'[.]
Nice docs I used to get anywhere
https://www.sidefx.com/docs/houdini/render/lpe.html [www.sidefx.com]
edit:
I also need to learn to read . . .
Edited by AslakKS - 2023年11月3日 11:13:08
Technical Discussion » ACES Not Working
- AslakKS
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Should the config not be named 'config.ocio' not '.io'?
If that does not fix it, make sure that the file actually exists
If that does not fix it, make sure that the file actually exists
Technical Discussion » scaling down particles after hit?
- AslakKS
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Well, you're setting it to zero in the simulation so it's going to always be zero. You also did not have f@pscale on your particles since you disabled the transfer of attributes on your POP source. Making the setup not work at all since it needed a initial pscale to modify.
Here is a file that updates f@hitTime after the first hit - then scales the pscale after the sim for more control
Here is a file that updates f@hitTime after the first hit - then scales the pscale after the sim for more control
Edited by AslakKS - 2023年9月20日 08:33:40
Technical Discussion » scaling down particles after hit?
- AslakKS
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The code has to run inside the DOPnet as it relies on incrementing the hitTime attribute each sub-step of the simulation
A pop wrangle is what I would use
A pop wrangle is what I would use
Technical Discussion » scaling down particles after hit?
- AslakKS
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The problem is that @Time is global - you need to create a attribute that starts counting when the particles are in the 'hit' group
Something along these lines
You might need to initialize the hitTime attribute to 0 before your particles enters the sim
Something along these lines
f@hitTime += @TimeInc; float pscaleFit = fit(f@hitTime, 0.0, 2.0, f@pscale, 0.0); //makes it shrink over two seconds f@pscale = pscaleFit;
You might need to initialize the hitTime attribute to 0 before your particles enters the sim
PDG/TOPs » (SOLVED) Script run PDG and wait for it to finish before continuing
- AslakKS
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You can cook TOP nodes and have them block Houdini while it runs.
A few different flavors: [www.sidefx.com]
A few different flavors: [www.sidefx.com]
Edited by AslakKS - 2023年9月15日 09:26:58
Technical Discussion » "Save Cached Code" option grayed out on HDA type properties
- AslakKS
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You could probably create a separate vop HDA that you just use inside your "master" HDA
Technical Discussion » "Save Cached Code" option grayed out on HDA type properties
- AslakKS
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This looks like a VOP/vex specific checkbox - more info from docs:
https://www.sidefx.com/docs/houdini/ref/windows/optype.html#save [www.sidefx.com]
Save Cached Code
When this checkbox is turned on, Houdini saves compiled VEX code inside the HDA and uses it instead of generating that code from the node network.
Currently, it applies mainly to the Shader Builder SHOPs, which contain VOP nodes. Traditionally Houdini would use nodes to generate .vfl source code and then compile it to vex. By using the cached vex code, Houdini saves time, which can be quite substantial for complex shaders. Also, the synced HDA nodes don’t need to create child nodes to build the VOP network inside them (since they are not needed to generate code), so time is saved by skipping the creation of node network when loading hip files.
https://www.sidefx.com/docs/houdini/ref/windows/optype.html#save [www.sidefx.com]
Solaris and Karma » Inspecting volumes attributes in the stage context
- AslakKS
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PDG/TOPs » PDG Services: Writing to work item attributes?
- AslakKS
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Hi,
I was wondering if there was any way to send work item attributes back when cooking with a service.
What I'm trying to do is cache some geometry + store some stats about that cache as PDG attributes.
When using out of process cooking there is this (from docs):
Is there a equivalent to this using services?
I was wondering if there was any way to send work item attributes back when cooking with a service.
What I'm trying to do is cache some geometry + store some stats about that cache as PDG attributes.
When using out of process cooking there is this (from docs):
from pdgjson import WorkItem # create WorkItem object from the data serialized to `$PDG_TEMP/data/workitem.json` work_item = WorkItem.fromJobEnvironment() # read attrib values from the running work item val = work_item.attribValue('myintattrib') # Send data back to PDG work item via network calls work_item.setStringAttrib('runtime_attrib', 'test value', 0) work_item.addOutputFile('/tmp/myoutput.txt')
Is there a equivalent to this using services?
Mardini 2023 » Day 10 | Nature | Wave | Image
- AslakKS
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Mardini 2023 » Day 9 | Nature | River | Image
- AslakKS
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Mardini 2023 » Day 8 | Nature | Sand | Image
- AslakKS
- 160 posts
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Mardini 2023 » Day 7 | Nature | Mud | Image
- AslakKS
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Mardini 2023 » Day 6 | Nature | Rock | Image
- AslakKS
- 160 posts
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Mardini 2023 » Day 5 | Shape | Smooth | Image
- AslakKS
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Mardini 2023 » Day 4 | Shape | Rough | Image
- AslakKS
- 160 posts
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Mardini 2023 » Day 3 | Shape | Obtuse | Image
- AslakKS
- 160 posts
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