
Chris Rydalch
goldleaf
About Me
Member of R&D team at SideFX, working to improve Solaris and Karma workflows in Houdini. Spent the previous 10+ years in FX, crowds, animation, character fx, and pipeline departments for feature animation.
専門知識
Technical Director
業界:
Film/TV
Houdini Engine
Availability
Not Specified
My Badges
SideFX Staff
Since 9月 2007
Intern Alumni
2011
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Recent Forum Posts
MaterialX viewdirection node space input 2025年6月10日18:00
No, this input doesn't actually do anything, and there are conversations on the MaterialX side to remove it because of that. If you need to transform the viewdirection, you can plug it into a mtlxtransformvector node.
Geometry Light in LOPs 2025年6月10日17:58
nicholasralabate
Bump for question about light linker -- is it possible to use Light Linker on geometry lights? I am trying to light link an emissive volume, but it's not showing up at all on the "lights" panel of the light linker...
Not yet, but in a future release this will be possible, as Geometry Lights in USD are now decorated with an ApiSchema, so USD/Hydra recognize them as actual lights.
Querying Nodes from USD Primitive path 2025年4月10日10:51
It's not always the case that layers == nodes, but where possible, LOPs will record a node's id to the "HoudiniPrimEditorNodes". This custom data is set per-primitive, and you can see it in the Scene Graph Details.
You can get at the nodes with a help function we have in
This is used in the Scene Graph Tree's "Jump to Existing Editor Nodes" option, when you RMB on a prim.
Hope this helps!
You can get at the nodes with a help function we have in
loputils
, by passing a lop node and prim path to loputils.getEditorNodes()
. It just helps get node paths from the node ids stored as customdata.This is used in the Scene Graph Tree's "Jump to Existing Editor Nodes" option, when you RMB on a prim.
Hope this helps!