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RogerW

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About RogerW

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    Peon
  • Birthday 09/26/1984

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  • Name
    Roger
  • Location
    Cape Town, South Africa

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  1. Hscript Question

    Hey, opparm -l /obj/geo2/null1/ * will list all the paramaters on the node "null1" if there is no "seed" paramater that already exists on the node then you will get an error. If you edit the paramater interface on the null and add a "seed" paramater you can get its value with; opparm -d /obj/geo2/null1/ seed To set that seed value (if it exists) opparm /obj/geo2/null1 seed 3 If you are trying to create paramaters on nodes I would suggest using python and look into parmtemplategroups. The creating of these template groups can get a little tricky especially when you nest them in other template groups. Hope this helps R
  2. Hi all, I am doing some crowd dev and am stuggling to get translating and non translating agent clips to work together in a crowd source. I have a single agent rig that is being setup to use several different mocaped animations (mixamo) in maya, I am retageting them so that all all fbx exports are on identicall rigs. I can write out all the clips and read them back in with the correct locomotion and foot planting channels so that when I read them in the agent sop I can toggle between the clips and everything is great. BUT when I plug that into the crown source and randomize the initial state, it appears only to read the locomotion channels of the agents currnet clip and then applies it to all the clips. So I ither have clips that arent meant to be moving start to hover around or have clips that are meant to be moving not moving at all. The only way around this is to then have multiple crowd sources, 1 for all the non translating clips and one for each other translating clip. Is this behavior correct or am I missing somthing...? I dont have FX so I cant take anything into dops. Hope this makes sense Many Thanks
  3. Group create vex removeprim

    Hi Nemiko, Just from your example, In the first line of your code you are comparing a string to and int which wont work, You also cant add a primitive to a group if it doesnt exist, So to simplify things I would first add the prims that you want to delete to a group then delete them outside of thte wrangle. In your second if statement you are also using @ptnum where the function is expecting a primitive number (@primnum). There also seems to be a mixture of incorrect attribute types. Not knowing the full context, I would say that your wrangle should look more like ths : if ( @name == "-1") { setprimgroup(0,"myprimgroup",@primnum,1,"set"); } this will add any prim to the the group "myprimgroup" that has an attibute value of "-1" for the name attribute. Then you can just delete it after the wrangle. Hope this helps R
  4. Code for sequence and flipbook in mPlay ?

    Hey there, Here are the methods that houdini uses to create flipbooks ( https://www.sidefx.com/docs/houdini/hom/hou/FlipbookSettings.html ) To see what the current values are for a given scene viewer flipbook the best I could come up with was to query the setting and print it out like this Unfortunately it doesn't look like the flipbook stash returns anything that you can iterate over to print out an entire list. Hope this helps R
  5. HDA "on name changed"

    Hi all, I am having some trouble with the "on name change" event handler on an HDA. I want to be able to name nodes inside of my hda based off of a new name that I give the HDA after I have dropped it in my scene. The code works as a button but not when triggered on the change name event. I even tried hou.Parm.pressButton() in the on name changed even script but no dice... here is a sample : attached a example otl as well... Is there any other way that I can do this.. Many Thanks change_my_name.hda
  6. Hi all, Just a question in Arnold, With the principal shader in mantra middle grey is set to 0.2 to simulate that 18% grey from a grey card. I like to balance my lighting against that middle grey so I just wanted to know if setting the diffuse intensity to .2 and keeping the color on 1 on the standard surface shader in Arnold has the same effect / response. Many Thanks
  7. Thank you for your reply, I was messing around with some render tests and noticed that at higher frequencies the aanoise seemed to be much softer than the turb noise equivalent, the aliasing must be having a greater effect at higher freq. I will defiantly be looking at using the unified noise in the future. I think that once you have added and multiplied several "regular" noises together to get the look that you want the cost of using it may just average out. Many thanks R
  8. Hi Everyone, Just had a quick question that someone could maybe help me out with... What is the difference between turbulent noise using the perlin function and using aanoise with the perlin function? aanoise seems to give you values in the negative and the turb noise has different fall off due to the attenuation calculation on the node, but what would be the main reason to use the one over the other ? besides the default starting look ? Are there any speed or render noise differences? Many Thanks R
  9. Clip SOP Problem

    Hi there, I opened your scene, and once I dropped down a new clip the gizmo for the original clip returned so it worked fine on my side. fedora hfx 13.0.582 if this helps at all.
  10. Sort by position?

    Hey, You can use a sort sop and sort the points by proximity to point and then set the reverse toggle on the node. This will order your points on a "first match basis". Depending on what you want to achieve it may be better to use an attribute instead of a point number. R
  11. Check this out and see if it helps you out, If you look at the uvs make sure that you are viewing points so that you can see them. R uvtransferExample_v02_001.hipnc
  12. Hey, could you maybe post your scene file or recreate an example so we can check it out. R
  13. pointwrangle question

    that explains it. Thanks
  14. pointwrangle question

    that is a good question, addattribute("test",1); i@test = 2; that works and assigns the new value but, i@test = 2; addattribute("test",1); does not ?? addattribute("test",1); addattribute("test",2); i@test = 3; addattribute("test",4); this stops at 3, so I think there must be some kind of priority when assigning attribute values, but that is a guess. Maybe someone with more knowledge on this could help you out. I would just continue to assign with the @ syntax.
  15. Stupid grid question

    haha I thought as much, Thanks for the reply
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