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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.


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?