# Nik N

NNNenov

EXPERTISE
Generalist
INDUSTRY

## Connect

LOCATION
Sheffield, United Kingdom
WEBSITE

## Houdini Skills

INTERMEDIATE
Procedural Modeling  | Environments  | Mantra  | Karma  | Lighting  | Pyro FX  | Realtime FX  | VEX
BEGINNER
Digital Assets  | Character Rigging  | Motion Editing  | Animation  | Cloth  | Fluids  | Destruction FX  | Python

## Availability

I am available for Contract Work

## Recent Forum Posts

#### Find Shortest Path - Consider Turning Costs expressionJuly 14, 2024, 11:16 a.m.

Ello, I'm trying to understand an explanation in the houdini documentation for the shortest path sop, https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html [www.sidefx.com]
The Custom Edge Cost explanation is as follows:

" For example, you could penalize edges with steep slopes. If Consider Turning Costs is enabled, the expression can refer to the point visited previous to the edge. See below for a list of available local variables."

- I don't understand how I can penalize edges with steep slopes using the local variables listed below in the documentation
- what is the expression language/syntax I would use to evaluate it?
- do they meant to use something like a dot product function comparing current to previous point? Im not sure how to script something like that.

#### How to create a normalized Z-Depth passMay 11, 2024, 3:47 p.m.

Hello, I am new to Solaris and Karma, I've been trying to find out how to create a normalized depth pass.

I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
```export float @depth = 0.0;
float z = -Pz;
float w = -z;
float near = 0.1 // near plane
float far = 1000.0 // far plane
z *= -far/(far-near);
z += -far*near/(far-near);
z /= w;
@depth = z;
```

As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.

#### Karma Depth min max passMay 10, 2024, 4:40 p.m.

jsmack
NNNenov
zmax means, the white value of the depth map will represent the furthest detected geometry in the scene, rather than being based on a distance unit?

zmax means that of the sampled hits, the furthest hit will be recorded. zmin is the opposite, recording the closest value. Neither of them affect the range of values or do any remapping. The value is recorded as raw distance.

Ah I see, thank you for the explanation.

Do you know how I could go about creating a normalized depth AOV?