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konstantin magnus

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About konstantin magnus

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  • Website URL http://www.konstantinmagnus.de

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  • Name Konstantin
  • Location Stuttgart, Germany

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  1. You could overlay to noises, one for the veins structure and one for their thickness. veins.hipnc
  2. Works for me. Did you right-click on the parameters name and say "copy parameter" and then go to the other ramps name and say "paste relative references"?
  3. Usually I would just copy-paste the nodes from a material network and reconnect their global inputs and outputs. As shaders work on pixels and not on points I don't think there is a direct way of exporting its calculations to points, but you could try baking out pixel maps and then import them with attribfrommap.
  4. Did you try a combination of table SOP and attribwrangle already?
  5. A simple shelf tool script could go like this: nodes = hou.selectedNodes() path = nodes[0].path() hou.ui.paneTabOfType(hou.paneTabType.SceneViewer).curViewport().setCamera(hou.node(path))
  6. Hi Jack, some really useful free tutorials on procedural modeling are: Kim Goossens series on Youtube and the ones on Gametutor.com http://www.gametutor.com/live/tutorials/houdini/
  7. +1 for using Blade Runner references !
  8. You can count all nodes on object level by a specific name using Python. # INPUT node = hou.node("/obj") search = hou.ui.readInput("Find OBJ nodes by name:", buttons=('Search',), title="Count nodes") name = str(search[-1]) # SEARCH obj_nodes = [] for child in node.children(): obj_nodes.extend([child.name()]) match = [x for x in obj_nodes if name in x] count = str(len(match)) # OUTPUT print(match, count) text = count + " nodes found named " + name + "." hou.ui.displayMessage(text, buttons=('OK',), title="Number of nodes")
  9. Hi Mike, if you want to keep the grid´s extent and only change it´s height, you should only change the Y component of your position vector. This can be done with setvectorcomponent (set to 2nd). Btw: I set the noise to 1D, so that the color information fits to the height deformation. However you can set it back to 3D without corrupting the geometry. ramp_and_noise2d.hipnc
  10. Hehe cool, makes me proud to see it´s of any use!
  11. coke.hipnc
  12. Hi Mike, here is what I meant by multiplying. ramp_and_noise2b.hipnc
  13. http://www.sidefx.com/docs/houdini/shade/nested#set-up-involved-shaders