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rich_lord

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About rich_lord

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  • Name Richard
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  1. I think you can use the opname expression for this. As you want it in a string, you need to put the expression in back ticks. For example this will give you the name if the node you are currently inside 'opname("..")'
  2. Ok, I finally noticed the disp input right at the bottom of the shader. Sorry!
  3. The new principled shader can take texture maps to define bump and displacement. However, I want to drive these inputs with 3d textures. I know I can crack open the shader and add them this way, but I really hate that workflow. Is there a way to achieve this without diving into the shader?
  4. Yes! Thank you Noobini, I totally missed that option.
  5. Is there a simple way to convert an edge group into a poly line? For instance, the edge groups generated by the new boolean SOP?
  6. H16 has some new features related to this. I haven't tried it myself, but there's a webinar about refraction, dispersion and nested dialectics here which should get you on the right track.
  7. That makes sense! Even after using Houdini for a fair bit, stuff like this trips me up all the time.
  8. I agree. I thought sidefx were in the process of getting vex attributes to work in all channels. The transform node would be a very useful place for them!
  9. Hello. I assume you are just experimenting, but you do not need copy stamp or for each node for this task. If the points on the line have a pscale attribute on them, the copy to points node will automatically use that to determine the scale of the copy. As for the transform node not picking up geometry attributes, I've also had this problem. I'm not sure what the rule is as to when I can just reference attributes in channels and when I can't. When it doesn't work, you can always use a point expression to acess the attribute. I.e point("../foreach_begin1", 0, "scaler", 0) That will pull the point attribute scale off of point number 0 from the node foreach_begin1. I hope to see the regular @ notation working across all nodes soon!
  10. Shouldn't the seed attribute be inside quotes in the expression? Like this: stamp("../copy1", "seed", 0) I've not tested this, I'm not near houdini, but that's how I always do it.
  11. Aha!! Thanks!
  12. I'd like to get the object level position and rotation of a camera into CHOPS. I've been playing around for a bit, and have successfully grabbed the position of the camera. But I can't work out how to bring in the rotation. Any ideas?
  13. Yeah this is great. Half edges are a bit of a mystery to me, but this makes them clearer. Thanks!
  14. Thanks konstantin. That's really useful. I've not explored scripting yet.
  15. Dragging the camera into the view port is great and intuitive. Thanks Graham!