Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Posts posted by garf

  1. 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.

  2. 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?

  3. 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?

  4. blob.png.4a7c03a2b0d3361f9b6b41152f785600.pngblob.png.393d1a09b94e9bf88abdad743203ef84.png

    We're looking down on a wineglass with liquid in it.

    Anyone know why I'm getting this thick black edge along the top edge of the wine glass? (Left image is refraction pass, right image is beauty pass)

    It occurs when I drop raytracing bias down to a small value - say 0.0001 - I need this to be this small in order for my bubbles to render correctly.

    The glass shader is a principled shader, ior 1.5, transparency 1, fake caustics on, PBR. 

  5. Hiya,

    I think what I need to do is compare an array of all the ids in the current frame with all the ids of the previous frame - and from that determine which have been killed off and where there position was before they died.

    I guess I can do this in vex with arrays and some foreach looping - can someone point me in the right direction as to how I would go about this?

    I figured this would build my array but it grinds houdini to a halt:

    for(int i=0; @numpt; i++)
    append(@myarray, i);