
Andrew Weiler
AndyW
About Me
Technical Artist
専門知識
Freelancer
業界:
Advertising / Motion Graphics | Film/TV
Houdini Engine
ADVANCED
プロシージャルワークフロー | Environments | Digital Assets | Cloth | Crowds | Solaris | Mantra | Karma | Lighting | Pyro FX | Fluids | PDG | VEX
INTERMEDIATE
Python
Availability
Not Specified
My Gallery
Recent Forum Posts
Rendering volumes in Karma as part of a ROP fetch network 2025年7月25日13:07
I'm curious about what approach people are taking to setup render dependencies to render VDBs in Karma. For example, fetching a popsim, running a pyro sim after that, feeding the output VDB into a Volume LOP that needs a file path. I need to ideally do this in the /out context, not TOPS. Thanks!
Bend polyline with VEX expression preserving length 2025年5月26日9:30
Interesting approach, thanks for this
Bend polyline with VEX expression preserving length 2025年5月24日14:47
Here I can kind of fake it by multiplying the bend by the dot product of the direction of the lines and an up vector (getting the direction angle as @dir upstream) this keeps downward facing lines from stretching
float u = vertexcurveparam(0, i@vtxnum);
float a = primintrinsic(0, 'measuredperimeter', i@primnum);
float r = fit01(rand(@primnum), 0.5, 1.5);
float b = chramp('bend', u);
vector up = {0, 1, 0};
float d = fit01(dot(up, v@dir), 1, 0);
float mask = b * chf('scale') * a * a * d;
v@P.y -= mask;
float u = vertexcurveparam(0, i@vtxnum);
float a = primintrinsic(0, 'measuredperimeter', i@primnum);
float r = fit01(rand(@primnum), 0.5, 1.5);
float b = chramp('bend', u);
vector up = {0, 1, 0};
float d = fit01(dot(up, v@dir), 1, 0);
float mask = b * chf('scale') * a * a * d;
v@P.y -= mask;