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Showing results for tags 'visibility'.
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LaszloFX posted a topic in General Houdini QuestionsHi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
Hello, very new to Houdini.. This is my setup: a mesh -> 'SCATTER' -> 'CONNECT ADJACENT PIECES'. The connected points are in clusters so some are not in use..My question is how can I turn off the visibility of the unused points generated by the 'SCATTER' node? Here is a screen grab: thanks in advance
We have maya animations with visibility animated trying to figure out how to import that info from the maya abc export with the write visibility option on. got this look up from the camera imports, not sure what to mod in order to get visibility out of a geo cache. pwd().alembicGetCameraDict(ch("fileName"), "/renderCam/renderCamShape", ch("frame")/ch("fps")).get("focus") Not familiar with the abc formatt that much. Thanks -Ben
I wasn't entirely sure what to call this as its quite a complex task.. Basically, lets say I have a faceted spehere with some boxes around it. I want to create a primitive attribute on my faceted sphere which corresponds to an id stored on each box and will essentially tell the shader which box it should render. So maybe 'attribute-based object linking' is more appropriate.. Is this possible? In my head I was thinking I could create a shader for the sphere and inside send a test ray to check what this interescts with, if the object id that it hits corresponds with the sheres primitive id that the ray came from then render this object, if not then ignore this object and carry on pathtracing... This would need to be done for reflection and refraction.. Possible?