Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


jkunz07 last won the day on March 9

jkunz07 had the most liked content!

Community Reputation

139 Excellent


About jkunz07

  • Rank
  • Birthday 10/17/1988

Personal Information

  • Name
  • Location

Recent Profile Visitors

7,412 profile views
  1. Setting Camera defaults

    We can also use the fbres file to control the dropdown list of presets. FBres file (for customizing the list of preset resolutions in pop-up menus on render nodes, lights, and cameras). http://www.sidefx.com/docs/houdini/basics/config.html#configuration-files
  2. Get particles nearest to camera

    You can use the uv texture SOP to project uv's from your camera. The Z component of the uv will be the particle's distance from your camera. You can then use that in an attribute create SOP, wrangle, etc. when creating pscale so that the particles are larger when further from the camera. You can also use these uvs to group or delete particles which are too close or far from your camera or outside the frustum. pscale_from_camera_distance.v1.hipnc
  3. terrain

    each voxel contains the height of the terrain at that grid point http://www.sidefx.com/docs/houdini/model/heightfields
  4. http://www.vam.ac.uk/content/articles/a/computer-art-history/
  5. https://www.atariarchives.org/artist/index.php
  6. wrangle nodes pragma?

    If you look at $HFS/houdini/python2.7libs/vexpressionmenu.py This is the the script they use to build the parameters by calling vexpressionmenu.buildSnippetMenu('attribwrangle/snippet') It might be possible to expand on their code to fit your needs, or submit an RFE for more capabilities to be added to this function beyond channel data type detection.
  7. Some Looping RND Animations

    I was putting them here: https://ello.co/theart For the conversion I use the command line tool convert from ImageMagick, I think it's part of most distro's so you shouldn't have to apt-get it. http://www.linux-magazine.com/Online/Blogs/Productivity-Sauce/Create-Animated-GIFs-with-ImageMagick To get the file size smaller or do some simple speed tweaks, sometimes I use https://ezgif.com/optimize They are fairly transparent about their process and it could be possible to script what they're doing perhaps. They link to the tools they employ here: https://ezgif.com/about Hope this helps, and thanks for sharing your RnD gifts!
  8. EXR meta data issues

    You should be able to use python's json module to encode and decode that from dict to string or vice versa https://docs.python.org/2/library/json.html
  9. Natural Randomness Ratio and Scale Ramp

    The attribute randomize has ramp method as well .!
  10. Circles between two curves

    Sorry it wasn't acceptable to you!
  11. Circles between two curves

    Here is some method: fit_circles_to_curves.v4.hipnc
  12. Houdini Multiple Session in Mac OSX

    You will find it in your Houdini installation directory -> Utilities folder.
  13. Any way to take non-planar volume slice?

    You can use volumesample() vex function or vop to record the density on your slice geometry.
  14. Looping Noise?

    I added a key to your offset animation. The cycling relies on having preroll anim so if you use Frame or Time you'll be fine but if your keyframing you'll need to manually add some curve. Also for looping 1 - 90 you'll want to specify 1 - 91 to have no identical frames. Specifying 1 - 90 will result in the first and last frame being exactly the same and may look like a slight hiccup in the loop. lobSphere_Looping.hip
  15. Texture looping in vex

    Probably have a look at the modulo and sprintf functions/vops modulo is useful for looping time like: $F % 3 give you 1, 2, 3, 1, 2, 3, 1, 2, 3.... instead of the straight count. So in vex just do @Frame%3 or in vop there is a modulo node. sprintf allows for string formatting kind of C style: sprintf('%04d', @Frame) is like padzero(4, $F) expression. In vop there's the print node that allows similar string formatting.