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  3. Match Challenge Lens Shader

    I have this in VOPCVEX..Fun ..DOnt know just Sharing..play with 3 methods ..
  4. Match Challenge Lens Shader

    Hello! I am struggling to get what I want from a lens shader. It is somehow a math challenge. Let's see if there is someone who can figure it out... Simple scenario: - Perspective camera looking towards a grid made of 4 points (corners). - I want the camera to render the grid taking each corner as a reference to fill the frame completely with the grid (not more or less). Details: - The grid should be able to rotate on 3 axes and the camera should keep framing it. (So aspect ratio won't do it, since it has some perspective). - I have managed to do it in one axis, but additional axes seem to start acting weird, the results are close but not enough. Since it is math it should be perfect! (I does not have to be foolproof, looking towards the Z direction always and not handling more than 180-degree rotations is ok). Code of my lens shader #include "math.h" #pragma opname lens_shader #pragma oplabel "Lens_shader" #pragma hint x hidden #pragma hint y hidden #pragma hint Time hidden #pragma hint dofx hidden #pragma hint dofy hidden #pragma hint aspect hidden #pragma hint P hidden #pragma hint I hidden cvex anamorphic_lens( //Inputs float x = 0; // X screen coordinate in the range -1 to 1 float y = 0; // Y screen coordinate in the range -1 to 1 float Time = 0; // Sample time float dofx = 0; // X depth of field sample value float dofy = 0; // Y depth of field sample value float aspect = 1; // Image aspect ratio (x/y) //Outputs export vector P = 0; // Ray origin in camera space export vector I = 0; // Ray direction in camera space export int valid = 1; // Whether the sample is valid for measuring //Grid corners converted to camera space vector corner0 = 0; vector corner3 = 0; ) { float xmin_bounds = corner0[0]; float xmax_bounds = corner3[0]; float ymin_bounds = corner0[1]; float ymax_bounds = corner3[1]; float zmin_bounds = corner0[2]; float zmax_bounds = corner3[2]; float new_x = fit(x, -1, 1, min(xmin_bounds, xmax_bounds), max(xmin_bounds, xmax_bounds)); float new_y = fit(y, -1, 1, min(ymin_bounds, ymax_bounds), max(ymin_bounds, ymax_bounds)); // Calculations Z axis in relation to X float offset = min(zmin_bounds, zmax_bounds); float relation_x = (max(zmin_bounds, zmax_bounds)-offset)/min(xmin_bounds, xmax_bounds); if(xmin_bounds > xmax_bounds){ relation_x *= -1; } float relation_y = (max(zmin_bounds, zmax_bounds)-offset)/min(ymin_bounds, ymax_bounds); if(ymin_bounds > ymax_bounds){ relation_y *= -1; } float z = (-relation_x * new_x) + (-relation_y * new_y) + offset; P = set(0, 0, 0); I = set(new_x, new_y, z);
  5. Hi guys, I'm creating an interactive cutting tool and I have trouble getting node parameters in the HDA parameters. I have imported toolutils and as long as I import only the build-in functionality of the node (draw curve node) it is working fine, but when I want to add parameters created by that node to the HDA parameters it is not working. Anyone can explain it to me how to properly import node proprieties to HDA or just give me a hint of where to look for that info?
  6. Mystique(X-MAn) Flower (and muchus More)

    @kronos1711 Please Post Your Complete Scene
  7. Anyone know if there is a scene file of this available somewhere? I'm trying to recreate but he skips over so many nodes its hard to guess what he did.
  8. Mystique(X-MAn) Flower (and muchus More)

    Hey Librarian...could you pls give more insight into how the diffusion solver works exactly? Because I tried making a test render after messing around with some values but the first model is always visible in render time(I can see the a glass casing of the model after it finishes diffusing). Just curious to know as I couldn't understand some of the vex and its clearly not doing what I thought it was
  9. Yesterday
  10. Hey guys, Got an issue that's driving me crazy. I have a scene on my machine, that looks in a certain size, but when I try to send to an online farm or client machine, seems that the size/scale changed. My scene: When I send to the client / farm they see this: I got an fbx camera, I thought it was that, so I tried to using an alembic cam instead, same issue. I also tried converting the scaled geo (0.01) to 1, and issue is still there, not sure what can be causing this, if anybody got a idea of what can I try, will be super appreciated. Thanks
  11. Cryptomatte and Redshift

    I have this @macj89 Hope it Helps ..maybe You can adapt for Redshift. Render check Cop Cryptomatte.zip
  12. Cryptomatte and Redshift

    Yeah, i watched that several times, in maya is quite straight forward because all the objects are "separate", but in houdini, when you do for example a copy to points, all the spheres are considered the same object, so the crypto doesnt make a proper id per sphere. That's why i opened this thread, crypto is super straight forward in all softwares but here, i would love to have a crypto for each different parts of a car for example, not having to assing a different shader or split it in different geometries at obj level. Thanks!
  13. Customizing menu

    II'm trying tto customize my menu, I'd like to have the label of my first item to be for instance houdini version, I've tried this in MainMenuCommon.xml withno success, any idea. please ? The custome menu works but if I had python lines H 18.5 crashes <mainMenu> <menuBar> <subMenu> <label> - DYT - </label> <scriptItem> <labelExpression> hou.applicationVersionString() </labelExpression> </scriptItem> </subMenu> </menuBar> </mainMenu> Thanks
  14. Hi, So when i render inside houdini (render view > render) everything looks just fine. But when I render final files to save them I keep getting this weird shadow shape. The light that casts this weird shadow is a geometry light with depth map shadows. When switching back to raycast shadows it's all fine. How can I fix that to have depth maps shadows?
  15. RBD to FBX error

    hi , Packed your Fragment after the simulation and use the rbd to fbx tools see work .. i think can't find the attrib name in your fragment .. cuz it doesn't' exist
  16. Houdini won't run

    Try opening Event viewer and see what's crashing Houdini. Just type Event Viewer in Win10 search, then under Windows Logs, under Application find error message related to Houdini. It happened to me yesterday, because of faulty Intel GPU driver Windows update (in my case igdrcl64.dll was crashing Houdini). I fixed it by installing latest Intel GPU driver manually. anway, your case might differ, but you can try to troubleshoot through event viewer information.
  17. Vellum max BEND / pressure - size

    Hej guys - I am inflating a sphere. My problem is that some areas are inflating more and some inflating less. Is there any option to add a max. bend option/attribute? I wanted to have the clot areas the same size / same amount stretch or bend. ATTACHED THE FILE Best Ollek problem.hiplc
  18. RBD to FBX error

    Hi All, I'm playing around with H18.5 - I made a little sim using the rbdbulletsolver SOP but when I plug that into a ROP/RBD_to_FBX I get an "invalid node name" error and no FBX is produced. Python error: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 28, in export File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 75, in export File "labs::Driver/rbd_to_fbx::2.0, PythonModule", line 203, in build_individual_nodes File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\houpythonportion\ui.py", line 1010, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\hou.py", line 13126, in createNode return _hou.Node_createNode(self, node_type_name, node_name, run_init_scripts, load_contents, exact_type_name, force_valid_node_name) OperationFailed: The attempted operation failed. Invalid node name Not sure what the deal is - could it be the RBD SOP node? Am I sending the wrong data into the ROP?
  19. Pragmatic VEX: Volume 1 [4K] [H18]

    Since the release of my Houdini tutorial, a lot of people have been asking me about the overlay network editor shown in the videos. It's not a video trick, or a feature in Houdini It's part of my Supercharged extension: https://gum.co/fxsup It has a lot more enhancements such as context-sensitive rule-based hotkeys that can invoke hotkeys based on custom rules and even the ability to assign a key sequence (dual keys) for any action or even a custom function call. Apart from this, there are close to 100 other features that are too long to list here but I will make a new video that shows each one in detail.
  20. Dear all. I tried to understand how you created this rig but for someone without any knowledge what quaternions are or how to code it's out of reach. Therefore I'd like to ask you if the final result could created without coding? Just by wiring together nodes?
  21. Cryptomatte and Redshift

    Saul Espinosa did some tutorials a couple years ago discussing Cryptomattes and Redshift, and the options for generating Cryptomattes. I believe these were in Maya, but the controls for Redshift are basically the same between the packages.
  22. Coloring points from arrays

    Hey im relatively new to coding in vex but i am having issues writing out the points to an array then reading them to use them for pretty much anything, for example colors...here is the code in question: My question is how do i assign color to individual points from the array . for example if i wanted to assign (without using relpointbbox()) using the array readout to assign the color red to points above 500 and the color blue to below 500. int my_array[] = i[]@my_array; vector pos = set(0,0,0); //for point space and amt of X int nopointx = chi("point_amountX"); float ptspacex = chf("point_spaceX"); //for point space and amt of Y int nopointy = chi("point_amountY"); float ptspacey = chf("point_spaceY"); //for point space and amt of Z int nopointz = chi("point_amountZ"); float ptspacez = chf("point_spaceZ"); for (int z = 0; z < nopointz ; z++) { for (int y = 0; y < nopointy ; y++) { for (int x = 0; x < nopointx ; x++) { pos = set (ptspacex*x, ptspacey*y, ptspacez*z); int newpt = addpoint(0, pos); append(my_array, newpt); } } } for (int z = 0; z < 500 ; z++) { @Cd = set(1,0,0); } i[]@my_array = my_array;
  23. Last week
  24. Hi, how to use a fbx rop inside a Hda ? whatever path I put in export section of fbx rop will be gone after I save the hda and load it back . I want it export some geometry subnet which are inside the same hda. Thanks
  25. Hey pals, I'm trying to use the Substance Archive COP (https://www.sidefx.com/tutorials/sidefx-labs-substance-plugin/) node and connect the op:`opfullpath('/img/img1/img_OUT{color}')` to the arnold standard surface colour input in shops. On the principleshader in the demo you can use the mentioned path to achieve this but with Arnold I cant quite figure out how to link this up. Maybe another node is needed to be plugged into the shader? Thanks, as always!
  26. Bullet Heightfield collision

    Just like that, thanks a lot!
  27. Bullet Heightfield collision

    It's something with transforms. If you look inside the HeightField File SOP, it samples the COP in the XY Plane and then transforms it to ZX. If you do that too it will work.
  28. I'm getting an error message when trying to run the RizomUV sop. I checked with the main forum and found a fix (i.e rename the “rizomuv_processor1” node to “rizom_processor”. ), but it doesn't work for me. Mine seems to be a Python issue. I don't read/write Python, was wondering if someone could help me troubleshoot this please. Many thanks
  29. Bullet Heightfield collision

    Hi, if you create heightfield as usually then collision works as expected. I think something is happening when you are creating heightfield with COPs, but unfortunately i don't know what is cause of this .
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