
anicg
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anicg last won the day on March 11 2020
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mani acg
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Occlusion shader just to visualise geometry (mantra and renderman)
anicg posted a topic in Lighting & Rendering
I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman? -
Thank you, I know I have to multiply, but how and where?
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A beginner question, I just can't find how to use the AO texture map with the Principled shader, there are plenty of "use texture" for everything, but not for AO. How do I use AO?
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I need to scale down a geometry, but it has to be towards the center of the geometry.
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Python/VEX: create and assign material to each existing shop_materialpath
anicg replied to anicg's topic in Scripting
I'm a bit lost here, I meant for each existing shop_materialpath, I do not need to create any shop_materialpath, I need to create groups and materials. I have a 3D model pack that has some 30 shop_materialpaths, I just need each one of them to become a group and have a material in the mat context with the same name. the shop_materialpath is a starting point, it's an input that we already have. -
Python/VEX: create and assign material to each existing shop_materialpath
anicg posted a topic in Scripting
For each existing shop_materialpath (there are a lot of them): - create a group, with the same name as the shop_materialpath - create and assign a material with the same name as the shop_materialpath -
I'm trying to simulate this vellum rope for the first time, everything falls including the tube that's supposed to suspend the rope. I'm new to vellum, and I'm sure this is a very simple thing, I've searched but didn't find something similar. How do I tell vellum that the tube shouldn't fall as well?
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transform to centroid then invert transform in a for each loop
anicg posted a topic in General Houdini Questions
I got a little problem here. I've used transform with -$CEX -$CEY -$CEZ. Then I created a reference copy, and checked invert transformation, but it's not working. It's throwing an error Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tx)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/ty)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tz)). Is there a way to invert a transform to centroid? telling in for each connected primitive: go to the centroid, come back again to where you were. -
get rid of small islands of geometry and keep the bigger shapes
anicg posted a topic in General Houdini Questions
How do I get rid of these islands of geometries inside these bigger shapes? I can do it manually but I have a lot more than 2. I want to keep only the bigger shapes. -
I have a lot of geometry but only want to use part of it. I have selected what I want, delete non selected, but I'm left with all the groups from all other geometry. Can I keep only the groups that are in the current geometry?
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VEX: find the max of the max of bounding boxes of connected pieces
anicg replied to anicg's topic in Scripting
Thank you, I'm almost there, I get an attribute d which has 7,9 and 21, I only need the 21, the highest number, one value, what do I need to add to get that? -
create mask for vdb to limit noise area in volume vop
anicg posted a topic in General Houdini Questions
I have an vdb (sdf) to which I apply some noise in a volume vop. The noise is applied everywhere. I need it to be limited to some areas, so I need to create a mask. The mask can be driven by a noise. Is it possible to create a mask for a vdb? P.S. the vdb was a polygon geometry, would it be an option (and how) to use a mask from polygon into vdb? whichever way exists and works -
VEX: find the max of the max of bounding boxes of connected pieces
anicg posted a topic in Scripting
For each connected piece, get the bounding box, find the axis with the maximum scale and remember just the number. Say e.g. a box is 18 by 3 by 2, a grid is 4 by 7, a sphere is 15 by 15 by 15 then we need 18, 15, and 7. Then find the max of these maxs (18 vs 7 vs 15) and assign it to an attribute, such that we end up f@maxattrib = 18. -
I need to primitive to remember it belongs to a first set of primitives, and to remember it belongs to a second set of primitives. If I call name1, the set with name one shows up. If I call name2 the set with name2 shows up. Each primitive should have two names.
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what could be causing distorted polygons in road tool?
anicg posted a topic in General Houdini Questions
The two lines intersecting are not from the same geometry, I've merged them and fused them, some intersections look ok but a lot of the others are messed up like these two examples. Do you know what could be causing this?