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    • Oh, sorry that's my bad, I had tested it through the Python Null (a trick I found here) I often use when testing things out, and turns out that it accepts exit() without complaining, while a normal python node does not. Today I learned ! Adapting the python null trick wouldn't be viable, as (with a normal python node) it would require wrapping the code in a string then calling exec(code_string), adding even more boiler plate fuss than a def. You could probably make a python null that behaves like a normal python node to cook when the input or when the node changes (and since it'd use exec(), it would accept exit()), but that again goes against the point where the request is for a one-liner "please do not compute the rest of this code". You're right, I don't see a way to do this, and I'd also like to have a solution !
    • You can probably try to capture the u position of the parent prim using xyzdist() limiting to the Prim_ID you have defined. Once you have the u-parameter from the start and end point you can use the fit function (to fit them to 0-1). Match_Carve_mod.hipnc
    • Thank you for reply. But this setup seems like quite heavy in my scene, Is another way could do it? I am thinking, is it possible to set an attribute that reference original carve node animation. (in this case which is "Second U" of original carve node) and then group all those longest paths, they start the animation first, then calculate their distance to not equal longest path group, (main goal is let others paths know longest paths have came) When the distance less to a value, and that attribute starts to kick in, and then use this attribute to drive Second Carve Node? I have done the group longest paths part, And i don't know how to do it next. mostly don't know is it possible? Anyway, Thank you for the help also, And I would like you to use my .hip file to the next step if not bother. Match_Carve_v2.hip
    • Hi, Just started to learn materialX and shading, and I have super basic questions: 1) Can I save .mltx material directly from Houdini, let's say I want to save a materialX shading network created in Houdini and load in other app? 2) Are there any "Artist" friendly demos/tutorial on MaterialX (even outside Solaris/Houdini)? For example: This is how you setup glass or metal with scratches in MaterialX. PS:  I found some tutorials but they are basic, eg create "mtlx standard surface" and add textures to base colors, roughness, etc. Thanks for helping      
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