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garf

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Everything posted by garf

  1. Heya, I've got a bunch of particle sims instanced onto points which already have a pscale (to determine the size of the instanced particle sim) - when rendering it uses this pscale to render the points but I would like to use per-point pscale not per-instance pscale. How do I do this? Cheers
  2. creating condensation or water droplets

    might want to credit the original source
  3. Add AOVs to ROP

    I've done it before but can't find my old script. How do I script adding instances/AOVs/imageplanes on a ROP?
  4. I've got some geo with 120+ leaf geometries and I'd like to procedurally move each geos uvs to it's own separate UDIM. I'm currently using a for-loop and some modulos but it's not quite working right transform x on uvtransform28 = detail("../foreach_begin8_metadata1", "iteration", 0)%10*2 transform y on uvtransform32 detail("../foreach_begin8_metadata1", "iteration", 0)-detail("../foreach_begin8_metadata1", "iteration", 0)%10 Any ideas?
  5. UDIM for each geo procedurally

    improvement: transform y on uvtransform32 = (detail("../foreach_begin8_metadata1", "iteration", 0)-detail("../foreach_begin8_metadata1", "iteration", 0)%10)/10
  6. Randomize 'Class'

    promote class as max to detail and then a wrangle on prims does the trick for me - it's not random but it's shifted which is good enough for what i need int max = detail(0, "maxclass", 0); i@class+=chi("shift"); if (i@class>max){ i@class-=max; }
  7. I've got a class prim attribute created by connectivity SOP - how can I randomize sort this value? i.e. like you would with a sort SOP
  8. Vellum Age

    thanks
  9. Vellum Age

    Is there a way to get an age and id attribute from continuously emitted vellum, like confetti?
  10. Particles Colour Into Geo Material

    got it working with a point cloud lookup
  11. Hey all, I've got a particle simulation and I'd like to use it's Cd attribute to drive the refraction or dispersion on a different piece of geo. They both sit in the same space so what I effectively want to do is attribute transfer but in a shader - is this doable? The only way I can think of is to render it out from the camera and then use that as an animated texture - but ideally, I'd like to miss out this clumsy step. Any ideas or help appreciated. Cheers
  12. POPs Slide on surface

    Is there a way to control the 'slipperiness' of particles on a surface when slide attribute = 1? The cling attribute only determines whether it's attached to the surface or not. I want almost a 'viscosity' equivalent. I've tried boosting friction but I'm having no luck.
  13. POPs Slide on surface

    I dont really want viscosity per-se - I just want the particles to not slip and slide over the surface but have more perceivable friction
  14. Mplay and python

    Mplay's dev kit is pretty limited as far as I know, but I've created a few custom flipbooks in the past using python and mplay. This is will do the bulk of what you want to achieve. Essentially you want to write files to either to disk or directly into mplay - this will do that.
  15. Mplay and python

    https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html
  16. Paperbag Strikes Back

    I think it's a Big Bang Theory reference.....
  17. FLIP in glass mblur

    I've got a liquid sloshing about in a glass and I'm rendering with dialectics. When mblur is turned on, frames where there is significant movement in the glass the 'interfacing' between the two objects appears to diverge. (i.e. it looks like the geometries don't overlap) I guess this is down to the motionblur calculating the glass and the liquid to be in different places. I've tried a heap of setups to try and get them to match but to no avail. I even tried copying the velocities from the glass straight onto the liquid to see if that would fix it so they have identical velocities, but that doesnt appear to work either. Any ideas?
  18. Has there been any development on this? I'd love to pull the caustic light with an lpe.....
  19. lpe: shadow

    Anyone know how to pull a shadow pass using lpe's in mantra? I found this on renderman but the syntax is different lpe:shadows;C[<.D'collector'><.S'collector'>]<L.>
  20. set your raytracing bias on the mantra ROP to a smaller value
  21. Python export flipbook as mp4

    I use ffmpeg to do that bit once the jpeg sequence is created.
  22. Icons path

    I know the icons are stored here: hicon:/SVGIcons.index? and the short form to add one to a tool or shelf would be, for example, BUTTONS_add.svg. But how can I point to one of these icons from a pyside gui? Is there a fullpath I can use?
  23. Run Maya Standalone from Houdini

    in python subprocess.Popen will get you maya open something like this subprocess.Popen(["path_to_maya.exe", r"scenefile.mb"])
  24. 4k - I can't upload a hip at the moment. I've resorted to a lot of comp trickery and some brute force to get this one out the door. I'll try and make a sample scene next week.
  25. Hi all, I'm rendering some jellies, in water, in a glass tank. Any pointers as to how to optimise this? My render times are huge. Using mantra.
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