Fabricio Chamon
fabriciochamon
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Recent Forum Posts
VirtuCamera plugin: Virtual camera for Houdini (Py3) and iOS June 13, 2022, 5:55 p.m.
This is super cool , great job! thanks for sharing.
does it stream translation as well, like getting xforms from some AR type of camera ?
btw, regarding your question (1), use parm.setKeyframes() instead, and pass in a Keyframe() array, you'll get faster times than adding keyframes at every loop iteration, according to the docs. (see screenshot attached)
So maybe you could find a way to store all transforms during stream and set keyframes at a later stage ? (you'l need to have a frame range defined of course, as to know when its time to gather xforms and bake)
does it stream translation as well, like getting xforms from some AR type of camera ?
btw, regarding your question (1), use parm.setKeyframes() instead, and pass in a Keyframe() array, you'll get faster times than adding keyframes at every loop iteration, according to the docs. (see screenshot attached)
So maybe you could find a way to store all transforms during stream and set keyframes at a later stage ? (you'l need to have a frame range defined of course, as to know when its time to gather xforms and bake)
Generate multiple UDIM UVs on a simple mesh Aug. 4, 2021, 3:44 p.m.
Just came across this problem today, ended up using this simple alternative which handles crossing UV islands:
create a grid > uv texture
merge a couple copies with a "UV Transform" node before merging, so you construct the desired udim tiling grid.
uvlayout with the merged grid in the second input, set Pack into=Islands from second input
it is that simple, and should definitely be an ootb option in the uv layout node.
* attached example, and a comparision between packing into udim tiles Vs. packing into islands of second input (using the method above).
create a grid > uv texture
merge a couple copies with a "UV Transform" node before merging, so you construct the desired udim tiling grid.
uvlayout with the merged grid in the second input, set Pack into=Islands from second input
it is that simple, and should definitely be an ootb option in the uv layout node.
* attached example, and a comparision between packing into udim tiles Vs. packing into islands of second input (using the method above).
Houdini 17 UV Layout problem Aug. 4, 2021, 3:43 p.m.
Just came across this problem today, ended up using this simple alternative which handles crossing UV islands:
create a grid > uv texture
merge a couple copies with a "UV Transform" node before merging, so you construct the desired udim tiling grid.
uvlayout with the merged grid in the second input, set Pack into=Islands from second input
it is that simple, and should definitely be an ootb option in the uv layout node.
* attached example, and a comparision between packing into udim tiles Vs. packing into islands of second input (using the method above).
create a grid > uv texture
merge a couple copies with a "UV Transform" node before merging, so you construct the desired udim tiling grid.
uvlayout with the merged grid in the second input, set Pack into=Islands from second input
it is that simple, and should definitely be an ootb option in the uv layout node.
* attached example, and a comparision between packing into udim tiles Vs. packing into islands of second input (using the method above).