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jon3de

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jon3de last won the day on January 31

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About jon3de

  • Rank
    Initiate
  • Birthday 01/18/1988

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  • Website URL
    https://vimeo.com/jon3de

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  • Name
    Jonathan
  • Location
    Stuttgart
  • Interests
    Houdini, VEX, Nuke, Sailing, Freeride Mountainbiking

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  1. Houdini Gallerie - jon3de

    small coconut spot I made entirely in houdini
  2. Hi Dominik, That sounds not to bad. I will dig into that. Since Im rendering with Deadline I could also create the array with a python script and paste that in the override Frames parameter in the deadline Submission Dialog. That could work. Thank you!!
  3. Hey Jeremiah, thank you for your post. If I got it correct, in your file the renderer does not skip or abort the rendering prozess for that frame it just renders the next object in the switch. And then in the next Frame it renders that object again. Which is not what I want. Lets say I render this project for the first time. I have rendered frames 1 - 10 and I have 10 ifd files on disk . Then I have to rerender the images because of some adjustments on the sphere and the torus. I want to be able to send the whole sequenz to the farm again but the script should prevent oversaving the ifds where it detects that there is the e.g. "box" attribute on it. This scene file is a small simplified part of an automated pipeline Im working on with thousands of images. Maybe my plan will sound a little bit strange
  4. I have a switch with some inputs. Swtich input is linked to $F to loop through. For all of the inputs I created a detail attribute "type" e.g. "sphere" / "torus" / "box". The null node reads the detail attribute and writes the value in its parameter. I want to setup the rendering in a way that it will skip the render if the null node detects that I am rendering a "box". I thought of doing that with a pre frame script that checks the parameter of the null node if its == "box" and then skip the render. What would be the best way to skip the render here? Is there a hscript or python expression for that? Jon skipFramesByAttributeValue.hip
  5. Just stumbled over : It seems there is a special points() expression to read string attributes. That solved my error. Thank you Peter. Edit: ...and David
  6. Hi, I have a point with a string attribute. A null node with a string parameter. Inside of the string param I have a point expression that should grab the string attribute of the point from add1. Instead of returning the attrib value "test" it returns "0". Can someone explain to me where my mistake is? Thank you very much. Jon pointExpression.hip
  7. Hey Dave, Thanks for your reply. Yes I could also choose a lut directly in the render view. That was my attempt to create a lin2log.lut in a vopcop and convert this to a lut but conversion to lut from vopcop is not possible unfortunately. Only from pixel operators. Do you know where to buy/download a pure lin2log.lut ? Somehow it´s not that easy to find one
  8. Is it possible to show my render with a logarithmic compression directly in the render view ? For balancing lights I like it to check my renders with some color mapping applied to see better how it will look in compositing. In Vray e.g. you can directly color map the image ( Im just talking about color mapping the values while still have linear data ) I thought about creating a LUT for that in cops, and use that in the render view, but unfortunately i can´t create a LUT from a vopcop filter. Only from color correction operators. Is there something what I am missing or does someone have a idea how to achieve that? Thank you. Jon This is the linear render. The second picture shows the compressed image and how I want to see it in the render view. unfortunately you ( or just me ) cant convert this vopcop filter with softClip inside to LUT....
  9. Hi, Im fighting with a strange bump error what appears very often to me. I have a small object and a simple shader with some bump. If I have a very close camera it renders correct. But I want to render it with a zoomed in camera or by changing the screen window size directly in the camera. Rendering with the camera farther away from the object gives strange errors in my renders. I made example scene that shows that behavior. If anybody has an idea how to fix that would be very great. Thank you. Jon Bump_Problem.hip
  10. Thank you very much Jeff and Happy Anniversary! Looking forward to see you again on some Event. It was always a pleasure.
  11. Smooth outline of 2D pointcloud

    Quick test...maybe this helps... kind regards nr_foot_outline_edit.hip EDIT: Oh I see that I am using your output of the triangulate node which is not accurate representation of your footprint...hmm
  12. Hi, I try to offset a texture with a For Loop in a shader. In the example file you can see I iterate 5 times and offset the texture 0.1 units with each iteration. Is it possible to combine all of the iteration steps and show the result of that in the rendered image? Like in the attached picture where I painted in the desired result with red. kind regards Jon forLoop_VexBuilder.hip
  13. Procedural Generated Cyberpunk Building

    Cool!
  14. Hm...Thank you Atom. I will play a little bit with that. In an production example of course I have several different instanced objects but I think it should be possible to automate this technique somehow. Thanks again. Jon
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