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About mattjakob

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  • Name Matt Jakob
  1. That's a great tutorial... I also saw the other one by Rohan (see below). THAT'S A REALLY ABSURD WAY TO PASS COLOUR... can't believe it Octane didnt think of something more flexible and logical..... )
  2. I almost never rendered with Houdini but thought of giving it a try... Essentially I created an Octane material and applied it to my geometry but I want the diffuse colour of the shader to be the colour of my points geometry (and not the colour selected in the shader node). Im assuming it's a pretty basic thing but couldnt find a way to do it (played with material override etc.) ... maybe Mantra gets it automatically (seems a sensible thing) but not Octane. In layman's terms I coloured a series of geometries using some gradients and random values (my points have @Cd attributes). Then I created a standard Glossy Octane material. I want my objects to have the properties of the Octane shader (reflection, roughness, opacity, ...) but use the @Cd attributes in the geometry to drive the diffuse colour. Thanks!
  3. thanks guys! in the end I attached the original straight line as a second input to the sweep and selected 'aim at reference points'. @LaidlawFX if I set the up vector to be 0,1,0 then the skeleton instances dont rotate properly along the spline (I think it's called banking ?)
  4. Hello, I was wondering if it's possible to create velocity vectors from an animated sequence (texture). Ideally something similar to Optical Flow. I can extract movement from geometry (eg. use trail to generate v vector of animated VOP) and I can do basic image analysis (eg. convolution kernel operations on coloured points using VOP) so I feel it could be kind of possible to do it but can't get my head around it. In terms of results I'd like to create a particle system that reacts to an animated texture (eg. overlay particles on a animated texture and have them follow the movements in the video) thanks!
  5. Im trying to sweep a geometry around a spiral I created in VEX but Im having a problem as the cross section slowly rotates. I tried to set @up and @N attributes and use Transform Using Attributes but it generates other problems. As you can see the rectangle that Im sweeping rotates over time (I think it does a 360 rotation over the whole path) mj_spiral_test.hip
  6. Hello, I am trying to do some edge detection using a kernel. I need to do this using standard SOPs/VOPs. http://setosa.io/ev/image-kernels/ I saw a tutorial from Entagma (https://vimeo.com/169437381) that basically does the operation by hand splitting out the vectors and multiplying them but it's quite tedious and you dont really know what vectors you're multiplying (QUESTION: is there an order in which pcfind returns the array of points eg. clockwise closest to furthest ?) Is there a better way (using actual matrices / knowing exactly which points) ? thanks!
  7. Hello, I am trying to smooth the edges of a fractured (voronoi) sphere... but with little success. Tried the various smooth, subdivide etc. but to no avail. The closest was to add an extrude and bevel but the result was less than ideal. This is my geometry right now. and this is roughly the kind of curvature Im looking to achieve: Thanks!