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About rich_lord

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  • Name Richard
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  1. Yeah this is great. Half edges are a bit of a mystery to me, but this makes them clearer. Thanks!
  2. Thanks konstantin. That's really useful. I've not explored scripting yet.
  3. Dragging the camera into the view port is great and intuitive. Thanks Graham!
  4. Is there any other ways to look through a camera? Other than the camera menu in the top right of the view port? My menu contains a ton of cameras. The ideal thing would be to select a node and press a hot key or something. Thanks!
  5. I think you should use the magnitude of v rather than it's y component. Then it should just be a matter of tweaking the comparison number to get it right. I use point wrangles for most of these kinds if tasks. You would write this in one: if(length(@v) > 0.05) { i@group_fastparticles = 1; }
  6. Awsome idea! Thanks!
  7. Hello, I have lots of takes representing different shots. I'd like to have the scene camera automatically switch to a particular camera when I change take. Any ideas how to do this? Thanks
  8. @Time is the current time in seconds. So @Frame = @Time * 24. If your frame rate is set to 24frames per second. Therefore they are pretty interchangeable, and accomplish the same thing. Personally I always use @Frame and would only use @Time for sub frame stuff, which I never really need.
  9. Unless I'm misunderstanding your question, you could also do this. It will interpolate between two green values over the frame range 1-120 // create first random value float value1 = rand(@ptnum); // create second random value float value2 = rand(@ptnum + 325); // interpolate between thoose two values over the frame range float current_value = fit(@Frame, 1, 120, value1, value2); // set that to the current colour @Cd = set(0, current_value, 0);
  10. I was experimenting with ways to add the spring asset I made post sim. It was a little tricky to extract the spring constraints and replace them, but I cracked it eventually. I also did a very un-houdini-like test where I just copied the spring asset a bunch of times and attached it to an old bit of geo I had lying around. Sorry about the colors on this one. I don't really give it much thought before I hit the render button and go to bed. I posted the hips here. As always, most have ROPs that will need to be re-rendered to see anything. I also locked the geo into the scenes, so they are heavier than usual.
  11. Thanks for the tips guys. Both of these solutions work.
  12. Hello everyone I have a lot of nodes in my scene. I'd like to somehow know how many nodes there are that have a name following a particular format. So my nodes are named, "char0", "char1", "char2", ....... ,"char?" Is there a way I can write an expression to count up these nodes? In the example picture the expression should return 4. In practice, I have many more nodes, but the naming convention is consistent. Thanks for any ideas!
  13. You need to apply the pscale to the points, not the spheres. I just moved the attribute wrangle to the correct stream, made the numbers bigger in the fit function, and it does what you want. ConnectedBalls_fix.hiplc
  14. Put a point wrangle node after your scatter and paste in the expression I gave you earlier. That should do it. If not, post your scene and I'll take a look.
  15. Add a pscale attribute to the points before they go into the copy. This will be automatically recognized by the copy to points node. That will scale each copy by the value of pscale. You could use this expression in a point wrangle: @pscale = fit(rand(@ptnum), 0, 1, 0.3, 2) Where the last two numbers are the range of the pscale value