Tomas Slancik
tamte
About Me
INDUSTRY
Advertising / Motion Graphics
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LOCATION
New York,
United States
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Houdini Skills
Availability
I am currently employed at Method Studios
Recent Forum Posts
Material variation in stage through a wrangle Sept. 20, 2025, 1:09 p.m.
you can't set inputs:file attribute on a single material primitive itself to a varying value, since that material has no idea to which primitives it may be bound and how such values would map to them
you either need a material per variation, which you can easily do even in 20.5 using Assign Material LOP and it's Parameter Override VEXpression which will create material variations for you automatically (example attached)
or the override can happen automatically using primvars during render, however for string primvars this is possible only since 21.0 for XPU
you either need a material per variation, which you can easily do even in 20.5 using Assign Material LOP and it's Parameter Override VEXpression which will create material variations for you automatically (example attached)
or the override can happen automatically using primvars during render, however for string primvars this is possible only since 21.0 for XPU
Alambic import : edit camera animation Sept. 20, 2025, 12:44 p.m.
if you have to bake it in Blender anyway just to be able to export as fbx with curves, then it may be easier for you to use Bake Animation ROP to bake animation curves from Alembic camera to a new camera in Houdini, which will save you those manual steps
Use what ever frame the time line is to loop? Sept. 20, 2025, 3:18 a.m.
you can use
$FSTART and $FEND variables for global frame range
$RFSTART and $RFEND for visible frame range
so it would be something like:
fit( $FF, $FSTART, $FEND, 0, 360 )
however since I assume you want to seamlessly loop rotation, you may want to do:
fit( $FF, $FSTART, $FEND + 1, 0, 360 )
otherwise first and last frame would be the same angle since 0 == 360
$FSTART and $FEND variables for global frame range
$RFSTART and $RFEND for visible frame range
so it would be something like:
fit( $FF, $FSTART, $FEND, 0, 360 )
however since I assume you want to seamlessly loop rotation, you may want to do:
fit( $FF, $FSTART, $FEND + 1, 0, 360 )
otherwise first and last frame would be the same angle since 0 == 360