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Found 5 results

  1. Combine VDB vectors

    Hi, I was wondering if anyone knows any method to combine velocity vectors of x number of VDBs with an average operation. With VDBCombine SOP either Add or Maximum operation will not give me the correct result because the add will put one vector on top of the other and the maximum will just keep the vector with the greater length. I can produce average using a volume wrangler and the avg() vex function but then I am limited to 4 volumes. cheers, C
  2. This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  3. Hi So I have some Vex code and I keep getting this warning: It says "implicit cast from float to int, use explicit cast instead". Now I know this warning message, but I dont understand why Im getting it here, since Im dealing with vectors...the code works and everything, but I keep getting that and I don't know how to get rid of it. Any hints? Thanks.
  4. [SOLVED]Matrix VEX syntax

    Hello, simple question: what's the proper syntax for matrices in VEX? Exemple: vector a = {0,0,1}; vector b = {0,1,0}; vector c = {1,0,0}; matrix3 X = {a, b, c}; I would imagined this would work, but it doesn't, nor does the expanded version ({{a.x, a.y, a.z}...), why is that? I have the impression I'm missing something basic, but anyway Thank you.
  5. Hi I'm actually trying to export a motion vectors pass with arnold for a pyro simulation baked into a VDB. I understand the concept behind the theory, which consist of getting pyro velocity matrix, camera inverted matrix, and multiplying them, but till now, I can't get to make it work. There's an example involving Mantra who work quite well : http://forums.odforce.net/topic/14831-motion-vector-for-volume/?hl=%2Bvolume+%2Bmotion+%2Bvector+%2Bpass The problem with this example is that the nodes used (GetBlurP) doesn't have their equivalent in the Arnold shader. I'm pretty sure I can do it with user data passed to the shader, but I can't figure it out. Does anyone here have ever achieved this? I would be very happy to hear about. Thanks Maxime
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