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Owl last won the day on April 29 2014

Owl had the most liked content!

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About Owl

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  • Birthday 08/15/1985

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    Vilnius / London

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  1. London user group

    Sounds interesting, count me in (haven't been to any user group meeting myself) I'm in London for a few weeks.
  2. set $JOB relate to $HIP?

    Hi, if i recall correctly OTL_PATTERN didn't work for me so i manually added all the folders and sub folders with hda's and the forced the refresh. You can walk through the dir tree with: def indexPath(directory, ignore_list = []): '''index returns list of dirs and subdirs ignoring dirs provided in ignore_list like os.listdir, but traverses directory trees''' stack = [directory] dir_list = [] while stack: directory = stack.pop() for obj in os.listdir(directory): fullname = os.path.join(directory, obj) if os.path.isdir(fullname) and obj not in ignore_list: dir_list.append(fullname) if os.path.isdir(fullname) and not os.path.islink(fullname) and obj not in ignore_list: stack.append(fullname) return dir_list
  3. set $JOB relate to $HIP?

    hi, Noel, assuming your project set-up looks somewhat similar to: Proj($JOB)/ Renders/ Scenes/ shot/ Cache/ rename proj_env.py.txt to proj_env.py proj_env.py.txt place this file into your project folder, save hip into scenes folder add environment_ql node to your scene file try moving whole project to a different location, open hip without redefining project(JOB) manually, does the JOB variable update? you should see it in environment_ql node.
  4. Hi, you haven't attached anything but how about normalizing all of the objects first and randomizing the scale attribute on points instead?
  5. So here is my take on pbr bake, i've modified eetu's scene, moved lense prebake to cops. By the way i think the reason it was inverted was due to camera space(?), P and N results are different in COPs. It should also be possible to at least semi automate delta offset, but i'm holding the scene for too long already P.S. eetu thanks for the lens shader, finally got it figured out, sort of P.P.S. sebkaine, any luck with volumes? pbr_bake_v011.hip
  6. doesn't "sample volume from file" do it?
  7. Houdini 14 Sneak Peek

    User eXperience ?
  8. inline cpp pc2 exporter

    Hi, Karsten, execute.py is inside of the otl and it should remain there. (extra files tab) pre script is for creation of non existing paths post script is to open export path in system so they aren't esential all you need to do is copy pointcache.py into $HOME/houdiniX.Y/scripts/python/ could you post exact error message you are getitng?
  9. Mesh based rig control

    http://www.sidefx.com/images/stories/tutorials/user_tutorials/jordi_bares/houdiniguides_chapter6_rigging.pdf page 624
  10. Arnold, JF Nested Dielectric

    it is, you can drop solo dll/so and it will aper in arnold shaders its interface will be messed up thou from the help: You can make any third-party Arnold shader available inside HtoA, whether the shaders come from other plugins for Arnold such as MtoA or SItoA, or from other third party shader collections. The HtoA shaders are regular Arnold shaders, there's nothing specific in them except the optional metadata to customize the UI, see below. InstallationYou can make additional Arnold shaders or procedurals available in HtoA in several ways: You can just drop the .so|.dylib|.dll files that contain them in the arnold/plugins and arnold/procedurals sub-folders of your HtoA installation. You can append any folder containing nodes or procedurals you wish to make available in HtoA to the ARNOLD_PLUGIN_PATH environment variable. You can create arnold/plugins or arnold/procedurals sub-folders containing the shaders or procedurals in any of the directories of the HOUDINI_PATH. Customizing shader user interfacesHtoA will automatically create a default user interface for shaders. If you need to tweak the UI, you can do so by adding metadata to shader node and parameters. Adding metadata can be done in the shader code with the AiMetaDataSetX() API functions or by creating a .mtd text file sitting next to the shader DSO with the same basename, see Arnold Metadata Files for more information. We suggest you study the .mtd files provided with HtoA if you want to customize your shader's UI.
  11. Arnold, JF Nested Dielectric

    hi, hope it helps https://support.solidangle.com/display/AFHUG/Third+Party+Shaders just copy to appropriate folder
  12. Update Digital Asset

    which you could store in a separate folders like otls/sop/utilities/*.otl
  13. Update Digital Asset

    why not use 1 .otl per HDA, per version with naming convention pro_cache_v1.0.otl and use name spacing in HDA for interface changes, that way you'l get auto updates on compatible changes
  14. well, probably yes - build on top and try to make your assets as versatile as reasonably possible
  15. Hi, if I understand correctly in case of maya you would have an untouched reference which would evaluate for 100% of mesh and then unnecessary mesh would get deleted. So your options are: You could do the same in houdini without editing the asset but rather building on top of it. Include option of culling unnecessary geo with second input for extra functionality if its not breaking the asst probably everyone would benefit from it so it can be committed back to global storage with default state set to be like the old version of asset. if its a functionality that changes the asset itself it could be set as a new version and wouldn't break the old scenes but would be used in new ones (http://www.sidefx.com/docs/houdini13.0/assets/namespaces)