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
Not Specified
Recent Forum Posts
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]
Best Houdini Utility Entries 2024年1月14日21:25
Node Weaver is a toolset that is intended to ease the workflow of Houdini TDs. In time that is what it will do, but not yet.
- Primary tool to be considered: The package includes a Custom Node Shape Creator that was designed to be as dead-simple as possible to use. It would be great to see more custom node shapes in use but it would help if artists knew how to make them!
- It also includes a Node Shape File Inspector that allows you to import node shapes and see what went into making them, or modifying them if you'd like.
- Finally, it includes a Color Palette Configurator that has a bunch of utilities for making adjustments or additions to the 36 node colors you get in a palette by default in Houdini.
- a shelf with a shelf tool that prints out all of the callback scripts, default value expressions, and menu scripts in a node.
- A right-click menu item that makes it possible to set node colors with the color wheel window.