Jump to content


Popular Content

Showing most liked content on 10/07/2018 in all areas

  1. 1 point
    A lot of people asked me to share this fake fire method.If you interested it, you can will check this simple hip. After rander i used ACES for a better look. fake_fire_rnd.hip
  2. 1 point
    What about something like this. Place a python script in the Mantra Pre-Render event and simply re-write the File node and the Mantra output node filename. The frame number acts as an index in to the list of OBJ files found in the folder so match the frame end to the number of OBJ files in the supplied folder. Render the range sequence and on each frame the new filename will load and be rendered to a like named image file. # Run in Pre-Render event of ROP. import hou, os, re def returnFilesLike(passedFolderName, passedFileExtension = ".obj"): result = [] for file in os.listdir(passedFolderName): if file.endswith(passedFileExtension): result.append(os.path.join(passedFolderName,file)) return result def assignFolderOBJToFileNode(passedPath, passedType): lst_files = returnFilesLike(passedPath, passedType) if len(lst_files): f = hou.frame() for i,file in enumerate(lst_files): if (i+1)==f: # Re-write file name. file_node = hou.node('/obj/geo_file_to_render/file1') file_node.parm('file').set(file) # Re-write Mantra output ROP filename. mantra_node = hou.pwd() filename, file_extension = os.path.splitext(file) s = "%s.exr" % filename mantra_node.parm('vm_picture').set(s) print file, s # Point to your folder. folder_path = r"/media/banedesh/Storage/Documents/Models/Redshift/grass" assignFolderOBJToFileNode (folder_path,".obj") ap_render_folder_of_OBJ_like_OBJ_name.hiplc
  3. 1 point
    Woop I just made a matcap GLSL shader for the Houdini viewport! Will be sharing the shader with some info & explanations soon when I have time.
  4. 1 point
  5. 1 point
    Great thread, the unpacking method is viable though a bit weird to work with because of the bones and capturing. I recently wrote my own wrangle for normalizing, coloring for visualization, and creating densities per a set of different attributes of an incremental name(basically paint capture weights for a set of attribs). So for example you can display the hda and up stream you can paint in multiple paint nodes overriding the color paint attrib to your own attrib but make sure the names goes like attrib0, attrib1, attrib2, ... attribn. Of course you can make the name anything you want, for my purposes I named it fgroup, simply replace fgroup to your desired prefix, display the wrangle and paint upstream attribs! Happy painting! The multi-parm allows you to vary a density attrib by the amount specified in the channel per painted region, so fgroup0 corresponds to density0 and so on. Just make sure you have as many multiparms as you do painted attribs. Play around with it a bit and let me know if you have any questions, Link to HDA -> https://gum.co/TKCTM
  6. 1 point
    Ended up using Capture Attribute Unpack SOP to access the Capture Layer Paint SOP values. Would be cool if was a bit more arbitrary and wouldn't require placeholder bones. But hey... it's delivering good results atm. https://streamable.com/2riat
  7. 1 point
    Hello everybody, I want to share with you small tool I created recently using VEX. I wanted to create wall made of non-uniform stones (with different widths and also heights). Solutions I found here are really great but I thought I might push it a bit further. I figured out algorithm that can produce such pattern. It can be customized to fit desired look. Besides it runs pretty fast compared to voronoi approach Attached test renders were done using Techie's amazing rock generator that can be found here: http://www.orbolt.com/asset/Techie::rock_generator::1.0 Have a nice day Peter pt_stone_pattern.hdalc