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Atom

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  1. Thanks Konstantin, it seems to work well for spaceship parts. Now I can finally paint my ships in Mari!
  2. So much for the positive attitude. But that million dollar view and really good coffee...
  3. I added the character as a deforming collision object for your simulation. Just turn off the Alembic for rendering. If you need the character separated just use an Object Merge to bring it back in. Typically these kinds of shots may require a dual pass approach to rendering. Render the smoke, then the character and let the compositor fix it up. most render systems have an object or material ID mechanism built-in. Once you have a matte file matching the ID of an object compositing becomes easier. If you have the master scene that produced the Alembic try adding the camera to the export as well. I did not see a camera in the .abc file you posted. ap_Shot_3_v2_002.hipnc
  4. I put together a short video on how to use audio to drive animation.
  5. Here is a little snippet from an exporter I was working on. You can just review all nodes of a certain type inside a certain network path. def childrenOfNode(node, filter): # Return nodes of type matching the filter (i.e. geo etc...). result = [] if node != None: for n in node.children(): t = str(n.type()) if t != None: for filter_item in filter: if (t.find(filter_item) != -1): # Filter nodes based upon passed list of strings. result.append('%s~%s' % (n.name(), t)) result += childrenOfNode(n, filter) return result # Export geo based objects as RIB archives. node_path = '/obj' lst_geo_objs = [] nodes = childrenOfNode(hou.node(node_path),["Object geo"]) #Other valid filters are Sop, Object, cam. for node in nodes: ary = node.split("~") if len(ary) > 0: node_candidate = "%s/%s" % (node_path, ary[0]) n = hou.node(node_candidate) if n !=None: if n.isDisplayFlagSet(): exportAsRIB(node_candidate, export_dir)
  6. Thanks everyone, the v@up was the key. This works for my scene. float angle = ch("../rot_amount"); float rand = fit01(random(@ptnum),0,angle); p@rot = quaternion(radians(rand), v@up); ap_VEX_random_align_to_surface.hipnc
  7. Thanks for taking a look at my problem file. That is almost it, however, when I install your code in my scene the rotation occurs on the wrong axis. I wonder if this is due to the scatter after the polyframe? In your scene if I scatter points, instead of using the surface points the solution is lost as well. Do you know how to migrate the rotational influence to the other axis? I tried swapping X and Z but that did not work either. p@rot = quaternion(@Time, @N); float rx, ry, rz; rx = p@rot.x; ry = p@rot.y; rz = p@rot.z; p@rot = set (rz,ry,rx);
  8. Hi All, I have this mountain sphere where I have scattered a few copies of the letter T upon. I want to be able to rotate each instance along the vertical axis of the letter T, so they spin while aligned to the sphere. I am constructing orientation using the polyframe node but I want to control the secondary rotation via VEX. Does anyone know the VEX code for rotating along a single axis while maintaining the original orientation setup by the polyframe? ap_VEX_random_align_to_surface.hipnc
  9. You may want to try adding a Normals node to the end of your geometry before you export to FBX. When I examine your s.fbx file the geometry has no normals, only points. This is probably why Keyshot is rendering black. Keyshot may be adding temporary normals once you edit it.
  10. Thanks for the post, a nice read.
  11. On the particle surface node change the Convert To Surface Polygons. Redshift can not render a polygon soup. Go up one level and turn off Volume Rendering, the fluid is now polygons so you don't need that.
  12. Try a simple Copy/Paste approach. Open up the parameters, copy them to the clipboard then paste them into the HDA.
  13. Can you try a heightfield convert at the end and then lock that node?
  14. Does your system user name have illegal characters present? Or is it really userName as you have listed in post#1?
  15. Hi All, I am working on a planet scene and I wondered if anyone had code that might emulate weather data for cloud generation? Or even a way to fetch some of that vector data from pyro into a material based cloud layer? The final render would simply be a sphere with a material in Redshift. It could also be a volume if that works as well. I am not sure where to locate raw weather data or how to link it into Houdini.