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Everything posted by monomind
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Group Node: Base group -- how to check if prim is in multiple?
monomind posted a topic in General Houdini Questions
Trying to figure out how to check if a selected prim is in multiple base groups. I believe what I'm looking for is an "and" equivalent for the "base group" input field -
Group Node: Base group -- how to check if prim is in multiple?
monomind replied to monomind's topic in General Houdini Questions
I'm still looking for a way to check how a prim is in two groups at the same time. -
I realized wren is very slow and can't handle colors like the opengl renderer is there any way to use opengl renderer with varied line widths in the same frame?
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I'm using opengl renderer for a project and I'm wondering if it's possible to set line width/thickness with a geometry attribute. I am trying to get different line widths for different geometry in my scene - all I see is the line thickness option in openGL renderer settings - which I could not make it work so far with a width/thickness property.
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Is there any way to get the number of primitives in a group? I've been trying to figure out.
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oh my bad! Trying to get number of pieces in a group - where each piece is multiple primitives. (voronoi pieces)
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what's wren?!
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Oh this is brilliant!!! Thank you.
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I like to export the "details" of every frame of one of my scene objects to .json files (or a single file?) The detail spreadsheet changes every frame. I'm not sure if there is a SOP for this - I was unable to get anywhere close with python. Any guidance is appreciated!
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I have a material that I use on multiple objects on my scene. The material is pretty complex with many parameters for reflectivity, bump, etc. (redshift) To be able to use this material on different objects with differnt textures, I had to make copies of the material, and change the textures for each copy. But, for instance, when I want to control the reflectivity of the material, I have to go into each of those copies and make changes manually. Or, if I want to add another parameter/node to any connection on the material shader, again, I have to make changes to each material and copy, as they're using different textures. So I'm wondering, if there is a way to keep one single material but use different textures for different objects that it's applied?
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I can reach the current frame using @Frame but what's the global variable to reach the total frames, or the end frame? (sort of equivalent of $FEND) Can't find the global variable for that in vex.
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OH I see - I wish documentation told about these things!
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I've made a custom integer on a file node - and I would like to use that for naming my files in ROP file output. File node is directly connected to ROP out. How can I reach this custom parameter on connected opinput? Custom parameter name is "mode" - here is what I tried:
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Hm, can I read the first input of another node? NODE 1 connected to NODE 2 --- I'm in NODE 5, trying to get NODE 1 from NODE 2
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Thank you!!!!
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I'm using a "file" node to load files, but because of my weird naming of the sequence, I've read the file sequence using a custom VEX expression. I have a slider, and depending on the slider, numbers (in the middle of the file name, such as File_0001_reflections_dark.exr) update. When I drag the slider, I can see different frames being loaded. My initial idea was to connect this to a ROP node and export every frame using $F - however when I type in $F for my slider, I get a big cross instead of the image itself. It does not error, it just looks like it's not "loading" for some reason. I believe this is because of some performance option? If there is a setting to force updates, I'd love to know! Or if I'm missing something very basic please enlighten me!
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Looks like the image data and resolution is correct, and there, it's only the frame that "looks" missing.
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Thank you!!
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I'm trying to get the active switch input op name - how is that possible?
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How/where do you run python?
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I can prepare - that'd be creating an empty scene and creating a cop network - I just don't know how to script in COPs basically, there is no wrangle in that concept.
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How about doing this in COP
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I would like to export my images in my cop network using a pre-made lut (exported from photoshop) - looks like "output lut" does not read any .lut formats created by photoshop (.3dl, .csp, .cube, .icc) - so what lut format should I use, and where should I obtain it?
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Same material - Different Textures
monomind replied to monomind's topic in General Houdini Questions
I have to look into overrides then! -
Same material - Different Textures
monomind replied to monomind's topic in General Houdini Questions
They do but again, different materials need to be used. What I want to achieve is - a single material that's used on all of my objects, that contain different textures. One material to control and build, that'll grab the texture data from the applied object, somehow.