
Nik N
NNNenov
About Me
専門知識
Generalist
業界:
Advertising / Motion Graphics
Houdini Engine
INTERMEDIATE
プロシージャルワークフロー | Environments | Mantra | Karma | Lighting | Pyro FX | Realtime FX | VEX
BEGINNER
Digital Assets | キャラクタ & アニメーション | Motion Editing | Animation | Cloth | Fluids | 説明 | Python
Availability
I am available for Contract Work
Recent Forum Posts
Redshift Material: Compare UserDataString input 2025年9月22日13:00
rafal
MaterialX does not allow run-time processing of strings. VEX does, so it should work for Karma. But Karma and Houdini Vulcan don't support OSL, so if you try rendering with them, it may not work. Though it should not crash.
But since you are using Redshift, you can try posting that question there (Redshift forum) as well. It maybe Redshift that carashes.
Thanks, Im not using karma or materialX, its just redshift material and a redshift rop in a ropnet, i should point also im using old versions everything at this studio, houdini 19.5.403
I will check on redshift forum, thank you
Redshift Material: Compare UserDataString input 2025年9月22日7:23
Hello,
Im trying to make a Redshift material which checks string user data against a string parameter and outputs R/G/B based on that.
The idea is that i have various geometry in my scene with point name attributes on everything, id like to set up some AOVs for specifically named points / lines / surfaces in different sop nodes.
Based on research ive found, the only way to process string attributes is with an OSL shader? I havent programmed an osl shader before, i tried to build this based on some examples, it compiles, but then it crashes houdini when I hit render.
Im trying to make a Redshift material which checks string user data against a string parameter and outputs R/G/B based on that.
The idea is that i have various geometry in my scene with point name attributes on everything, id like to set up some AOVs for specifically named points / lines / surfaces in different sop nodes.
Based on research ive found, the only way to process string attributes is with an OSL shader? I havent programmed an osl shader before, i tried to build this based on some examples, it compiles, but then it crashes houdini when I hit render.
shader stringCheck [[ string help = "attrib string compare to RGB", string category = "string" ]] ( string inStringA = "" [[ string label="AttribA" ]], string inStringACompare = "" [[ string label="AttribACompare" ]], string inStringB = "" [[ string label="AttribB" ]], string inStringBCompare = "" [[ string label="AttribBCompare" ]], string inStringC = "" [[ string label="AttribB" ]], string inStringCCompare = "" [[ string label="AttribCCompare" ]], output color outColor = 1 [[ string label = "Out Color"]] ) { float R = inStringA==inStringACompare; float G = inStringB==inStringBCompare; float B = inStringC==inStringCCompare; outColor = color(R,G,B); }
Render a slap comp with TOPs 2025年4月19日11:14
Ello, I've tried to find some info on this, I saw there is a guide to rendering solaris with TOPs, i couldnt get it to work, but also, in the top net context, i couldnt find the same options for husk to go through a COP netowrk for a slap comp.
I also tried using a rop fetch node pointing to my USD render rop in solaris, this partially worked but it didnt render all the geometry in my scene, static geo worked, but crowd sim did not render at all..
I also tried using a rop fetch node pointing to my USD render rop in solaris, this partially worked but it didnt render all the geometry in my scene, static geo worked, but crowd sim did not render at all..