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Everything posted by davo

  1. Hi Folks, How do you reference $PT, from a node inside a digital asset, at the top level through the promoted parameters? Seems like it would be a natural thing to do but it doesn't pass through using the ch or chs function. Any ideas or corrections? :David
  2. Hi Edward, Didn't have time to check out your file, but the eval() worked great in combination with chsraw(). I have a clearer understanding now. Thanks! D
  3. Hi, I know you are trying to help, but the example is just the same as standard promoted parameter, it is just created through the type properties dialog box and then manually referenced, no? What I am trying to do is, is animate at the top level based on an inside node's value of $PT, without having to go into the asset, to manually change it (just for convenience). So it would be like promoting one of the curve's parameters and typing in $PT or some arbitrary expressions based upon $PT. You would think someone has run into this sometime before.
  4. I tried that, no good. Doesn't error the node, but doesn't pass it. Plus in my case it would require me to use the $PT variable, which is the problem to begin with. ;D
  5. How do you get a POP color ramp to render in mantra? I have popnet which has a color ramp in it. The colors are all nice in the viewer but when rendered it does seem to pick up the color. i know this is a lame question but..... Thanks, Davo
  6. yea that seem to work...thanks.!
  7. what do i do with the input on the shading layer. export parameter doesn't seem to turn it off like a regular paramater vop?
  8. did you ever get this resolved as i am having the same problem....?
  9. hi, i have a mirrored nurbs surface which is creating a fender shape "U" for the front wheel of a motorcycle. i want to make the fender have a thickness so i figured i could carve out the 6 curves at the bottom, duplicate and scale them down and then skin between them. the problem i am having is that curves are not ordered correctly and what ever operation i use to skin(bridge, fillet, skin) i don't get a proper surface, i'd like to do three things: 1) make a single nurbs curve out of the six i have 2)reorder the numbers if possible (sort doesn't work) 3)skin between the two curves, essentially bridging the two surfaces Thanks, Davo
  10. using carved curves from nurbs

    I'm still having problems : here is a picture of my two curves and their primitive numbers ....
  11. does anybody know a way to isolate a front facing surface behind another front facing surface of an object in vex or vops? i need to have only front facing surfaces which are visible to the camera render with transparency but the front facing surfaces of surfaces behind the ones visible to the camera are being seen and i need to get rid of those. thanks, davo
  12. Yea that little vop works out very nice!... alittle easer then doing all the rendering... ... thanks all for all the help! Davo
  13. I'm pretty lame with cops i've found.... can you be a bit more explicit... if i use a composite cop, i'm not sure how to actually control the transparency other than setting it on something like average. i ended up piping a render with the opaque body and the background into a blend cop with a render of just the background in the other , so i am not really even using either of the alphas... this seems to the job but i'd like to know if this was what you had in mind or if you had a better way. Thanks, Davo
  14. Hmmm....seems easy enough! I'll give a try.... Thanks, Davo
  15. I think you are misunderstanding the problem.... If i did use cops it would still show the surface behind the surface. I've attached a picture with an example. if you notice the right breast of the subject you will see that the arm is showing through it.... i want to be able to remove that so that the entire thing renders like the stomach area....i cannot predict where a surface will show up behind another as the animation will be done later. Thanks, Davo
  16. That is a cool idea and it i will use it...but it doesn't remove front faces that are behind my transparent faces....for example i have eye geometry within a head, ears and mouth that shows up behind the transparent faces that i don't want to showup. More importantly there are front faces that will show up that are not inside my body object but are actually parts of the body itself, this of course depends on the camera view of the animation as to which frontfaces will be behind other front faces that I wish to keep. Thanks, Davo
  17. using to cull?

    the subject line should read "using vops to cull" i have an object i want to render with transparency but i only want the faces facing the camera to render transparent and the rest to not render at all. for example, i have a head but i can see the inner geometry of the ear , mouth eyeballs etc.. since they are inside the head i don't want them to render at all...any ideas? thanks, davo
  18. using to cull?

    Here is the other half of the issue more specifically... Overlapping surfaces add their transparencies together which doesn't look right for what i am doing. for example if you are looking at the legs of my object from a 3/4 quarter view you will see the the first leg transparent....where the first leg overlaps the front faces of the second leg there is a doubling of the color values (which is completely to be expected) but how would i create a shader to ignore that second surface is there is another surface infront of it? Thanks, Davo
  19. using to cull?

    Yes this is halfway there, I can still see the front faces of the geometry behind the surface of my face though...i'm not sure how to deal with that. thanks, davo
  20. hi, i'm getting a number of different errors after installing the real flow plugins based on on the demo folder that comes in the download. Has anyone had problems with the plugins on XP?
  21. Yes I have been putting the .dll in the dso folder. Seems to work great with some versions and not others though. I haven't had to mess with any system variables. For sure though something has changed in the latest, 6.1.346 and 6.5.XX because an error gets returned saying that the version of houdini is not the right one. You might need to look into it and recompile something. Thanks, Davo!
  22. okay, seems to work fine in 6.1.276 so it must just be a version thing. also it doesn't work in the latest 6.5 version. thanks, davo
  23. hi, i would like to make PRman work with the C API, specifically Codewarrior. Does anybody know how to do this or where to look. thanks, davo u can email me directly at santoyo_david@smc.edu thanks again