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Everything posted by rich_lord

  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. 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?
  12. Aha!! Thanks!
  13. Yeah this is great. Half edges are a bit of a mystery to me, but this makes them clearer. Thanks!
  14. 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!
  15. Thanks konstantin. That's really useful. I've not explored scripting yet.
  16. Dragging the camera into the view port is great and intuitive. Thanks Graham!
  17. 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; }
  18. 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
  19. Awsome idea! Thanks!
  20. @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.
  21. 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);
  22. Hello, I've been finally getting around to learning Houdini constraints and motors. Here's a first set of tests that I've ran. They are all quite simple beginnings, but I've learnt alot, particularly about ways to generate constraints in SOPS and then apply to DOPS, which seems really powerful. Im also using this to have a little peek at mantra, and learn how to set up really simple scenes. Heres the hip files for anyone else trying to work this stuff out. They are a bit disorganised, and alot of them contain ROPS that will need to be rerendered. hip_file hip_file hip_file hip_file hip_file
  23. 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.
  24. 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!
  25. Thanks for the tips guys. Both of these solutions work.