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DonRomano

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DonRomano last won the day on April 6 2020

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About DonRomano

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    Initiate
  • Birthday 03/06/1998

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  • Name
    Romain
  • Location
    France

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  1. Hey, I've asked this question a on SideFX forum but I didn't have any answer, so I try here. I've been struggling on this lately and didn't found how to do it properly. I've made a few .vfl files with functions definitions, and I'd like to compile them and then call them in attribute wrangles (to gain some performance and avoid compilation each time the code is run (especially with heavy functions)). The way I tested was : test.vfl : #ifndef TEST #define TEST cvex print(string message="") { printf(message); } #endif vcc test.vfl -> outputs a print.vex file I define HOUDINI_VEX_PATH to include the directory where print.vex isin Houdini, in an attr wrangle : #include "print.vex" print("test message"); And I have a warning : "Errors or warnings encountered during VEX compile: /obj/geo1/pointwrangle1/attribvop1: No context function defined.. " though I've defined the context if the function (cvex). If anyone knows the proper way to do this (if it's possible), let me know.. Cheers,
  2. UT_NetPacket::read: Not enough space

    I'm pretty sure this means that you don't have enough ram to fit all the rendered images into ram, and this is pretty obvious because 135 8k images is a huge amount of data. What you can do is render to disk and open your images in a new instance of mplay to see it. I'm not sure this comes from this but it could come from something like this. Cheers, Romain
  3. You can also use a geometry wrangle and output an attribute, instead of using a sop solver which can be slower sometimes
  4. Next Constraint Glue to Hard

    I changed a few things but it's working : I use Bullet Soft Constraints, I find it much better than the hard constraint for metal, I also made two wrangles with a switch attribute which changes the constraint name based on your timer attribute. Cheers, next_cons_Glue.hiplc
  5. You should use pcfind(), nearpoints() works only on geometry I think. Just like this : int count = chi("count"); float radius = ch("radius"); int pts[] = pcfind(0, "P" , @P, radius, count); if(len(pts) < chi("threshold")) amp *= 0;
  6. Drop down menu in VEX

    Create an integer channel, and then convert it to an Ordered menu via "Edit Parameter Interface". Then, you can add items using Python menu attributes like so : menuitems = ["0", "item1", "1", "item2", "3", "item3"] return menuitems
  7. ACES Rendering output

    Plus one for this, I just had a course of one week with him in my school about aces and lighting, and the core of his course was really resourceful and we got a ton of information. This guy is amazing ! The best way to use aces in your pipeline is to render in linear, of course your renderview should show your render with an aces lut (in your case an ACES Rec 709 or sRGB), and then in Nuke you import your linear file, make sure your project settings are OCIO / aces.1.x, and to export your file you just need to use a write Node with ACES/Output/Output sRGB or Rec709. If you have textures or hdri, make sure you convert them to aces because they differ when you will render them ! Good luck with that, it's a huge mess to understand, but it's worth it when you see how it enhances your renders
  8. VEX: add point to prim

    I assume that a triangle has always the same order, so if you add a point between point 0 and 1, just offset the point number after point 1. Let's say you have a triangle, this should work : int pts = primpoints(0, @primnum); removeprim(0, @primnum, 0); vector pos1 = point(0, "P", pts[0]); vector pos2 = point(0, "P", pts[1]); vector new_pos = avg(pos1, pos2); int new_pt = addpoint(geoself(), new_pos); addprim(geoself(), "poly", pts[0], new_pt, pts[1], pts[2]); Cheers,
  9. OCIO Config not loading

    Yes, that's what I did but Houdini is not picking it up. Nuke, Maya and other softs works well with it, even Redshift within Houdini, but Houdini itself won't load it.
  10. Hey guys, I'm facing a little problem : Houdini does not load my OCIO config (I'm using aces 1.0.3). I've set up the OCIO variable, it works well with Nuke, Maya, but Houdini is not loading it and I can't even load it manually when I open the color settings : If someone knows what can cause this, I'll be glead to read it ! Cheers,
  11. You can create stylesheets with hou.StyleSheet.__init__(json text). The json text is a string formatted as a json file, so I assume you can create presets, create a json file for each preset, and then load this json file and dump it in the init method. More infos here : https://www.sidefx.com/docs/houdini/hom/hou/StyleSheet.html
  12. AAFLOW NOISE question

    I colored the changes in red. Cheers, aanoise_speed.hipnc
  13. AAFLOW NOISE question

    Multiply the time by a custom parameter and plug it into the flow parm. You'll control the speed of the noise by playing with the time multiplier parameter. You can also use expressions like $T * 0.01 in the flow parameter.
  14. Automatic export flipbook

    I've made this crapy hda to get the auto flipbook export with linux kubuntu, as ffmpeg4 wasn't working with mplay. It's a simple opengl rop with a quick and easy python script. It's using a custom python sop I've made available here https://gumroad.com/romainaugier#UnmRE (free ofc). Cheers, ra_EasyFlip.hdalc
  15. Flattening mesh with RaySOP

    Yes, it was a syntax mistake. The minimum find algorithm looks for the minimum for each component, at least with my tests it's what it's doing. He said it was working fine, so I don't understand why you're digging old post to point out a syntax error
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