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bonsak

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About bonsak

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    Bonsak Schieldrop
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    Oslo, Norway

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  1. Export your scene as FBX from Houdini. That will include cameras, lights and object animation. Bring it into AE via C4D like @flcc said. Make sure to include Camera when you import your FBX into C4D. -b
  2. Because the three values defines an imaginary line going from 0,0,0 to the position in space described by the 3 values. That point can be far away or i can be close to 0,0,0. This way the 3 values are able to define both a direction and a length. -b
  3. how to randomize peak node ?

    Cool. My code was only a replacement for the first line of your code. So the full code should look like this: v@myvec = @N*rand(@ptnum); @P=@P + @myvec * ch("my"); -b
  4. how to randomize peak node ?

    You might want to replace your first line with: v@myvec = @N*rand(@ptnum); -b
  5. Rendering different groups as passes?

    You need to give the attribute a value. In your file its is set to zero.
  6. Rendering different groups as passes?

    Hi You might need to convert your groups into regular attributes. Check out the attached file to see how attributes on an object travel through a bind and bind export in the shader and is picked up in the aov section on the mantra node. I tried with groups but i couldnt figure out how to bind it through the shader. -b aov.hiplc
  7. For loop expression

    You could do it like this: f@number = 100; for(int i = 1 ; i < 10; i++){ f@number /= 2; printf('N divided by 2 is %g \n', @number); } -b
  8. Hey Thats awesome @cwhite Thanks. -b
  9. If you set the scatter to 30000 points for example, the wrangle is twice as fast as the for each node version. -b EDIT: This was when testing the example-fix.hip
  10. If you could set an attribute up stream to identify what parts of your geo you want to operate on, you might not need to use a for each. -b
  11. Why do you need to use a for each for this?
  12. If the geo is saved to disk you shouldn't have to recook. -b
  13. Sweep: transform cross sections by attribute

    Maybe use Copy To Points to copy different crosssections to your backbone first and use Skin to sweep those afterwards.
  14. Sweep: transform cross sections by attribute

    Turn off using Transform Using Attributes. Sweep will then transform the cross section using pscale, scale, N etc
  15. If you Pack the group you should get a single point in the center. Then Add SOP set to 'Delete but keep points':
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