 
    Edward Jaworenko
EJaworenko
About Me
専門知識
                Technical Director
            業界:
                
                        Film/TV
                
            Houdini Engine
ADVANCED
                
                        プロシージャルワークフロー  | Environments  | Digital Assets  | Solaris  | VEX
                
            INTERMEDIATE
                
                        Hair & Fur  | Cloth  | Mantra  | Karma  | Lighting  | PDG  | Python
                
            BEGINNER
                
                        キャラクタ & アニメーション  | Animation  | Fluids  | 説明
                
            Availability
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            Recent Forum Posts
Mtlx PBR Texture Set Node - Where is it Supported? 2024年10月22日20:51
 Pretty straightforward, but where can I expect this node to be supported? If I needed to use Arnold or Renderman in Houdini and wanted to use materialX, would this work? I imagine that it's a Houdini-specific node but I wanted to see if it's also Karma-specific.
Also, am I right in assuming that it's not doing 4 texture samples to account for 1 UV and 3 triplanar samples? Because if so, that definitely makes it more appealing to use.
            Also, am I right in assuming that it's not doing 4 texture samples to account for 1 UV and 3 triplanar samples? Because if so, that definitely makes it more appealing to use.
Mixing USD MaterialX Builder Subnets 2024年8月21日21:39
 I'm familiar with the limit of 2 surface shaders max that you can mix in Materialx, at least with Karma. And I think when people are talking about doing that, they're talking about doing the mixing within a single MaterialX Builder subnet. I wanted to create a single "degradation" material that I could actually mix with several other materials like you can see in the attached screenshot, but it immediately crashes the materialx shader.
Is this possible in any way? The reason I can see for it crashing would actually be a fantastic strength if it worked: It would at least suggest that you could swap the degradation material via referencing in USD. Love the idea of being able to keep it as a stand-in, then maybe replacing via referencing with a shader that has snow or moss or rust in it down the line.
Any help is appreciated!
            Is this possible in any way? The reason I can see for it crashing would actually be a fantastic strength if it worked: It would at least suggest that you could swap the degradation material via referencing in USD. Love the idea of being able to keep it as a stand-in, then maybe replacing via referencing with a shader that has snow or moss or rust in it down the line.
Any help is appreciated!
How to quickly move pivot to object center in LOP? 2024年4月26日17:22
 This definitely seems a bit cumbersome, but for the example of a transform node pivot specifically, the following python function placed in the "px" parm will set the pivot to the center of a selected primitive (py and pz too). 
Note that I haven't tested it with multiple prims selected, but it at least fits a few use cases.
I may add a variation of it to a right-click menu just for easy setting vs worrying about adding a python script directly to a parm expression.
 
            Note that I haven't tested it with multiple prims selected, but it at least fits a few use cases.
I may add a variation of it to a right-click menu just for easy setting vs worrying about adding a python script directly to a parm expression.
from pxr import UsdGeom node = hou.pwd() # Get the stage of the input node to avoid recursion stage = node.input(0).stage() if stage is not None: # Other nodes might need "primpath", but you could functionally add any prim path you want here focusprim = stage.GetPrimAtPath(node.evalParm("primpattern")) if focusprim is not None: cache = UsdGeom.BBoxCache(1.0, ['default', 'proxy', 'render', 'guide']) bounds = cache.ComputeLocalBound(focusprim).ComputeCentroid() # node.parmTuple("p").set(bounds) crashed Houdini via recursion, but this seems to work. node.parm("py").set(bounds[1]) node.parm("pz").set(bounds[2]) return bounds[0]