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AdrianLazar

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AdrianLazar last won the day on May 5 2011

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About AdrianLazar

  • Birthday 09/18/1983

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    http://www.adrianlazar.com

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    Adrian
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    Copenhagen

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  1. Hi @Librarian thanks for looking into this. Not sure how I can use the UDIM to detect uv distortion. I'll keep experimenting.
  2. Hello, Does anyone know how the Texture Distortion Visualizer calculates the data? What I'm looking for is getting the same but as a geometry attribute. Couldn't find anything in the documentation regarding this so I hope I can get some help here. Thank you
  3. Awesome, that works Petr! Could you explain me what is it doing to make it work? Thanks!
  4. Hi Francis, Thanks for the quick reply, it worked fine in the test. Unfortunately for the real implementation doesn't work since I need to generate file path from a parameter like this: _objecttodestroy = HDA.parm('objecttodestroy').eval() fbxtoimport = 'fbximport -m off ' + _objecttodestroy hou.hscript(fbxtoimport) Thanks again, -Adrian
  5. Hi guys, I'm having an issue using the fbximport command: if the fbx path contains spaces then houdini crashes, for example: hou.hscript('fbximport $HIP/test e/test2.fbx') -> crash hou.hscript('fbximport $HIP/test/test2.fbx') -> works fine At first I thought that houdini doesn't support spaces in paths but if I use the fileSop to read a geometry file with spaces in the path that work perfectly fine. Now I know there shouldn't be any spaces in folder names to begin with but that's something in this case I don't have any control over Any help would be much appreciated, Thanks!
  6. Managed to get it to work. I changed the menu tokens from paint and result to 1 and 2 and I did the same in the if statement and works. I think before didn't worked because the parameter wasn't sending a string as the if statement expected. Thanks again Tomas!
  7. Thanks for the replay Tomas, I changed the DisplayPaintMode function to use kwargs but I still don't know how to call it using the tokens from the menu From the documentation: http://www.sidefx.com/docs/houdini13.0/ref/windows/edit_parameter_interface This the part where I'm stuck.
  8. Hi guys, I recently (few days ago) started learning python and while I hit many walls I managed to find enough info on this forum and sidefx.com to help me overcome the issues. However there's one (for now) that I can't manage to solve and it's a bit hard to explain in writing so I hope you'll have patience with me, thanks Passing tokens using callback script. I need to call a function with using the token variable from the drop down menu. For example if the user selects the first option the function get's called with a variable, if the user selects the second option the same function is called but with a different variable. From Houdini help looks like it's done using callback script to pass the token of the menu but I can't seem to make it work. This is the python callback I have on the menu: hou.pwd().parent().parent().hdaModule().DisplayPaintMode(hou.pwd().parm('paintDisplay').eval()) paintDisplay is the drop-down menu parameter where the callback script is with the 1st token: result and the 2n one: paint And this is the function on the HDA python module: #Display Paint Node def DisplayPaintMode(node): HDA = hou.pwd().parent().parent() import toolutils if node == 'paint': print 'display paint' paintNode = HDA.node('ObjectToDestroy/PaintFractureDensity') paintNode.setDisplayFlag(True) paintNode.setRenderFlag(True) else: print 'display result' sopnode = HDA.node('ObjectToDestroy/OUT_display') sopnode.setDisplayFlag(True) sopnode.setRenderFlag(True) But this always prints 'display result' regardless of what option is selected from the menu. However if I change the callback to: hou.pwd().parent().parent().hdaModule().DisplayPaintMode('paint') then it prints paint - the way it should. So I can't find how to pass the menu tokens with the callback script. Thanks a bunch, -Adrian
  9. The tutorial is the introductory part of my Advanced Lighting in Houdini that you can get from here: http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/'>http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/ Hi guys, This free tutorial is a basic introduction to Lights in SideFX Houdini. I also talk about a few parameters for shaders and render that are affecting the way light works. This 80 minutes tutorial is aimed towards beginners or to people unfamiliar with how lights work in Houdini. You will still need to be familiar with the user interface and how to navigate in the viewport. Also, it has voice :-) You can find more Houdini Training here: http://training.adrianlazar.com
  10. Thanks altbighead! I'm sure you'll enjoy it. And good luck with the crunch time, I'm just about the exit the worst part this Sunday, can't wait to sleep like for a week Magneto thanks for the suggestionm, sounds like a good idea but right now I only have one paid training. But definitely sounds like something I could do when I'll have a few. -Adrian
  11. Hi guys, Just a quick note that I made a short video preview of the Advanced Lighting in Houdini Training Course that you can watch here: Thanks, -Adrian
  12. You guys are the best! Thanks a bunch for all the warm words!
  13. Hi guys, I’m happy to announce my first Advanced Training: Lighting in Houdini. Get it here: http://training.adrianlazar.com/2012/03/25/advanced-lighting-in-houdini/ Training description During almost 4 hours of video training we are going to discuss how to work with lights in Houdini 12 but also what a lighting artist job is in a cg production. Using a real production scene I’m going to show you that relying just on Global Illumination is not enough to get the job done and that every asset in the scene requires special attention. In this training course I tried to cover both the artistic and the technical side of what a lighting artist has to know since I think both are necessary to be successful in this job. Note that this video can be both downloaded to be watched offline or it can be streamed online. Content Part 1 - Introduction. A few words about me and about the lighting artist job. Part 2 – Basic introduction to lights, render settings and shader work in Houdini. We use a demo scene to talk briefly about how the above work and interact. If you are a more advanced user you can skip this part since it’s aimed at the beginners. Part 3 – Global Illumination. Using a real production scene we are going to work with Global Illumination from the PBR and we discuss the pro and cons of this technique. We are also going to briefly talk about a few render settings that are affecting the lighting in our scene. Part 4 – Building on top of part one we are adding a secondary light for direct sunlight and talk about the improvements of our scene. Part 5 - Continuing our lighting process we start taking care of almost every asset creating RimLights, KeyLights and FillLights so we can get the most of them. Part 6 – Final render and conclusion. While this training is made in SideFx Houdini the techniques and the principles you’re going to learn here can be easily applied in any 3d software. Every 3d package can work with Point / Omni Lights and Spotlights and these lights are the ones you as a lighting artist will use maybe 80% of the time. This Video Training Course is released directly by me, the artist, so there’s no middle man to charge half of the price – and this is the reason I’m able to keep the price so low. Enjoy the Training Course, -Adrian
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