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Zuny Byeongjun An

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About Zuny Byeongjun An

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    Peon

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  • Name
    Byeongjun
  • Location
    Los Angles, CA

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  1. FX TD / Atrist - Zuny Byeongjun An

    I'm available to work as FX TD / Atrist. http://zunyfx.com/
  2. point attribute blend

    Thanks... I know about the #ifndef, but I didn't know terminology of include guard before. However I've not accustomed with include guard. I will try. And I'm not sure which one is the best. I just used some accustomed STL. Thanks about advise.
  3. point attribute blend

    Orignally I made it with H12 and H13 is changed something. It is working with 13.0.192.21 but I'm not sure next or upper version. Maybe I might be change at least points iteration with offset. I didn't get what does mean "you forgot your include guards in your header file." Thanks. Zuny.
  4. point attribute blend

    Thanks for your attention. I'm done and I like your advice.
  5. point attribute blend

    http://zunyfx.com/attribute-blend/ I made simple HDK SOP Operator which is point attribute blend. I hope you'll like it.
  6. Thanks all of guys. I will switch to HDK. To graham.. There is no speacial something.. I just tried to make otl with python geometry type. untitled.hipnc
  7. Thanks Graham, for your attention. In my case, it is not error only when I get a const arguments both of two input on inlinecpp module. I don't know why it does like that. When I get just one input argument, it's no problem. So I'm curious about that. It's my wrong gramma or just problem on my computer. So I can't modify first input.
  8. Hi guys. When I get two input with inlinecpp, if I don't use const on argument, it will be error. What's matter? It looks a bugs. Help me. ========================== Error..========================= # This code is called when instances of this SOP cook. node = hou.pwd() geo = node.geometry() node2 = node.inputs()[1] geo2= node2.geometry() # Add code to modify the contents of geo. import inlinecpp inlinecpp.extendClass(hou.Geometry, "pTredasde", includes=""" """, function_sources=[""" int pTree(GU_Detail * gdp, const GU_Detail * gdp2) { cout<<gdp->points().entries()<<endl; cout<<gdp2->points().entries()<<endl; return 0; } """]) print geo.pTree(geo2) =========================== OK ==================================================== # This code is called when instances of this SOP cook. node = hou.pwd() geo = node.geometry() node2 = node.inputs()[1] geo2= node2.geometry() # Add code to modify the contents of geo. import inlinecpp inlinecpp.extendClass(hou.Geometry, "pTredasde", includes=""" """, function_sources=[""" int pTree(const GU_Detail * gdp, const GU_Detail * gdp2) { cout<<gdp->points().entries()<<endl; cout<<gdp2->points().entries()<<endl; return 0; } """]) print geo.pTree(geo2) =========================================== What is problem on second one? It is just different with first one on argument. There is no const.
  9. kind of render queue

    What's your version which you downloaded? Is it problem on hrender? If its version is 1.12, you try to download news which is 1.13.
  10. kind of render queue

    There was problem in env_path of hrender on previous version. I fixed it.
  11. kind of render queue

    I made kind of render queue with QT and Python. It is to make batch files and execute it. It can do Nuke, Hrender, Ifd, Maya and Rib render. You can append, delete and sort your jobs. It can send message when queue finish render. more information = > help tap Execute dist/RenderQueue.exe If you want it, explore below link. My link You can download, use it and it's free.
  12. Maya Film Offset To>>> Houdini?

    I was wondering if there is anyway of entering the film offset in the houdini camera. I see , Film offset of Maya is similar to CAM/Crop/Window x/y in houdini.. The same value film offset and window x/y , but different render images.. The Inputs are there in the Maya camera, but I suspect that houdini camera's differ slightly. Different unit? I use aperture multiply 25.4 in houdini.. so, i set in window x/y in the same way, after all don`t same in Maya and Houdini.. Please.....
  13. Vex Moutian Option Of Height With Weighting Like Ramp

    Thank you everyone. Thank you edWard. edWard`s idea is able to Simply nurbs. I try make curve(motin line) from particle point. And nurbs object make the curve by skin. Last work ..the nurbs shading like flowing... But your idea of $BBX..etc have some of problem.. to free moving with particleCurve... So i test it with use $UV,$LIFE..etc.. But i run into a brick wall.. Please me... My test scene attache... test01.hip
  14. Vex Moutian Option Of Height With Weighting Like Ramp

    thank you... open you scene.. i see... power of point SOP.. i success smooth vex motion weiht... thank you very much...
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