Jeroen Lapre'


About Me

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My Talks

obj-image SIGGRAPH
Science-Based Storytelling in Planetarium Show Production

Recent Forum Posts

How to See Local Changes to an HDA? July 23, 2020, 8:33 p.m.

I have a complicated HDA with local changes in a hip file.
But it's been a while since I've opened the scene, so I've forgotten what those changes are.
Is there a way to see the local changes to an HDA?
Like a Houdini equivalent to diff?
My current workaround is:
Make a backup copy of the HDA. e.g. a.hda->a.hda_backup
Save the local changes from the hip file to the HDA. e.g. a.hda
Move the updated HDA to a new version number. e.g. a.hda->b.hda
Rename the backup to the current version. e.g. a.hda_backup->a.hda

I'm hoping there is a more elegant way to do this.


Solid Motion Blurred Matte Pass for Transparent Object May 18, 2020, 6:37 p.m.

Great! I'll give that a try.
Much thanks for such a quick reply.

Solid Motion Blurred Matte Pass for Transparent Object May 18, 2020, 5:12 p.m.

I have an object that uses a transparent material, which also gives a non-solid value in the alpha channel.
Is there a way to output a solid matte, which motion blurs correctly?
My current method is overkill. I duplicate the principled material HDA, and then add a custom float parameter called MyMatte, and render this as an extra image plane. It works, but I was hoping there would be a simpler way at the Material Network Level.
I tried using the collect node, but the surface output from the principle shader override the surface output from a simple build material containing my custom MyMatte parameter.
What am I missing?