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Search the Community: Showing results for tags 'visibility'.



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Found 3 results

  1. 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
  2. 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
  3. 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?