Floyd Gillis

fgillis

About Me

CG Generalist with over 40 years experience.
専門知識
Generalist
業界:
Advertising / Motion Graphics  | Film/TV

Connect

LOCATION
Osaka / Kobe, Japan
ウェブサイト

Houdini Engine

ADVANCED
プロシージャルワークフロー  | Motion Editing  | Animation  | Mantra  | Lighting
INTERMEDIATE
Environments  | Karma  | VEX
BEGINNER
Solaris

Availability

Not Specified

Recent Forum Posts

Set normals to point at camera, VEX 2024年7月8日2:04

BabaJ
So..as far as doing it by vex..this seems to be the simplest.

The following if put in a point wrangle will have normals point at camera.

matrix Op_Matrix;

Op_Matrix = optransform('op:../../cam1/');
@N = (Op_Matrix * (@P - @P)) - @P;

So, here we are, five years later, and I was looking for a way to project points onto a plane so their locations matched when viewed from the same perspective camera.

Added normals using your code above, then used a ray sop to project the points onto the grid.

Worked like a charm. Thank you!

Using hscript to control display of objects 2023年12月26日22:00

This is a follow-up to my previous post, "Update parameters scripting syntax", that was solved by mtucker.

I'm now using an object's Render Geometry Settings node with hscript to control render display using the following line:

opparm object_RGS `encodeparm("primvars:karma:object:rendervisibility")` ( " " )

This works great, but it means any object I want to separately control the display of needs it's own Render Geometry Settings node.

Instead, is there another (simpler) way, using hscript, to set the visibility of a primitive?

Would be convenient if there was something similar to the Scene Graph's "Toggle scene graph primitive's visibility" parameter for render display.

Update parameters scripting syntax 2023年12月22日0:09

Thank you Mark.

Works great, and much easier than hunting through opscript outputs for (bizarre) variable names.