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About RogerW

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  • Birthday 09/26/1984

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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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
  9. Hey, could you maybe post your scene file or recreate an example so we can check it out. R
  10. pointwrangle question

    that explains it. Thanks
  11. 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.
  12. Stupid grid question

    haha I thought as much, Thanks for the reply
  13. Hey Guys, Does anyone know why the construction plane is by default set to squared unit lengths ? eg each major line is 8 units apart. I know I can change it, I just want to know the logic behind setting it this way? Thanks
  14. Hi guys, I want to be able to create a particle with a thickness sliding along a surface. When I try this I the particles have a distinctive jump to the surface of the collision object rather than the particle maintaining its "volume" and sliding on the surface, offset by its thickness. Is there a way to do this in POPS DOPS rather that having to do a rigid body sim. Here is a file to see what I am talking about. Any help on this would be great Rparticle_slide_jump.hip
  15. Motion blur VDB volume

    [sOLVED] For those who are interested or have the same problem, You need to add an attribute on the VDB from polygon node called ( point.v ) give it a name of ( vel ) and change the vector type to ( Displacement/Velocity/Acceleration ). ps. and make sure that your motion blur is turned on on the geo node and in your rop.