revilodesigns

revilodesigns

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Parameter driven anim curve Aug. 12, 2018, 7:27 p.m.

Hey all, So been trying to find the right approach with this and it's got a me a bit stuck. I'm building a lookdev rig and I seek to create a repeating 360 rotation with a pause before repeating the rotation. The rotation needs to start at a frame controlled by a parameter ©. The duration of the rotation (b) is controlled by a parameter, as is the pause(a). An alternating curve will also be needed but naturally can leverage the same solution.

So far I've tinkered with a conditional in the rotation - and it got me the result but for only one cycle (I need this to ideally continue indefinitely). The script would become a bloated series of elif's and felt there has got to be a better way.

I tried building the curve in CHOP's using wave set to triangle but became really fiddly and not sure how to the allow for a non uniform (a) and (b) size.

I tried plotting the keys in a graph and additionally controlling the beizer() result via experessions. Got the values as i needed but can't control start frame, which would be offsetting anim©.

Would be interested to here suggestions. My gut says CHOP's is indeed the place to tackle this but is an area I don't know very well.

Lightrig render per AOV Aug. 4, 2018, 3:21 p.m.

Thank guys - Will get me going for a bit.

I've opted for a few more ROP's in the end, and will also make use of the Deform COP.

Cheers,
Ollie

Lightrig render per AOV Aug. 2, 2018, 12:17 a.m.

Hey jsmack,

Thanks for your response!

What role does the light geo play? Is it a camera ray stand-in for a geometry?

Basically yes. Using highres ibl's to have a background. I am using environment light with ibl + render light geometry ticked. Object does a spin then the ibl goes for a spin.

The experience I want the user to have is ability to switch aov and see each lightrig (with background render).

That said the hda has a per lightrig switch for the beauty while working (best for speed too) currently - and I guess I can make tab for then rendering outputs. I'm thinking I can use a separate aov and a COP net to create the final output all from the hda.

I think all I'd need is a single UV aov and remap each ibl map back on in comp - but I've never done that in sort of stuff in COP's - only Nuke. That would let me also provide blur bg option actually!

Does this sound feasible to do in COPs? Is there an equivalent to an STMap in Houdini?

Cheers,
Ollie