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j00ey last won the day on July 26

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  1. TB Geo Locator HDA

    I recently worked on a job where I had to export scenes with hundereds of objects that all had to have their own animated transforms and no vertex animation. I couldn't use any of the usual copy to points workflows but positioning so many nulls at object level by hand wasn't practical. I made an asset to do some of the donkey work - it basically reads attributes from points and uses them for transforms. Rotation is calculated from a vector attrib [by default N], translation and scale are just looked up from the points. It defaults to using the digits in the operator string so you can just copy and paste it over and over and it will keep looking up the next point. In case it's of use to anyone, here it is. It's pretty straightforward but there is a help card and a quick demo video... TB__geo_locator.hdalc
  2. HDA - Rope Maker

    No problem - I hope it's useful
  3. This will do it points_from_vector_array.hiplc
  4. a sharing system in Houdini??

    I had a quick look at your scene, looks like it's more or less there. In terms of adding the energy transfer itself I'd do it as a post process - eg in the SOP solver you could group the points that are emitting and store the frame number when the transfer begins as an attribute, eg 'emit_start', then after the solver, for each point in the group add a point every frame for say 5 frames after emit_start and lerp the position between P and your tarpos attribute. over another 5 frames. That's probably a bit garbled. Basically I think it's easier not to add the points inside the solver, do it afterwards.
  5. If you specifically want to do it inside a for each, this will work (metadata must be plugged into second input): setpointgroup(0, sprintf("group_%i", int(detail(1, "iteration", 0))), @ptnum, 1, "set"); *edit : presuming you're using class as your piece attribute
  6. *Oops sorry, double post, mods - please delete
  7. Rotation per point.

    Ah, no you have to compute them. You can also do that with the PolyFrame SOP, I'm just in the habit of using a wrangle.
  8. Rotation per point.

    like this? copy_normalOrient_edit.hipnc
  9. Rotation per point.

    Here's one way - the switch toggles between using a normal pointing up and using the tangent of the path. Press play and you'll see they rotate around the normal. The offset parameter is just there to give you a way of rotating them differently along the length of the path. The curveu attribute that it's using for the offset is output by the second resample SOP. orient.hiplc
  10. Ps from what I can gather, chsetattr sets metadata attributes - I don't know what that means in depth but it's clearly not the same as normal channel data. In the attached file I write the channel data to an attribute called 'testval', then read it back. Perhaps there might be a way of storing all the sample data as a clip level attribute as an array, then manipulating it in a second wrangle..? From what I gather if you run a wrangle over channels or samples and input 0 only has 1 channel and 1 sample, that would be like running a SOP level wrangle in detail mode. I'm just thinking aloud, I'll give it a go when I get chance set_get_attrib.hiplc
  11. Do you specifically want to do this with a wrangle or do you just want to do it? Attached is a file that does what you're after but it's not done in a wrangle. I did try but they're still a bit of a dark art to me too, I will have another try when I get chance peaks and troughs.hiplc peaks and troughs.hiplc <-- updated
  12. New Year / New Showreel

    ...like I just got my hands on MS paint 3D! I'm re-rendering one of the clips atm, maybe I'll tone down the flickering a bit on the next version
  13. New Year / New Showreel

    @acey195 I took your advice and changed the beginning - probably more 80s looking than 90s now in fact but hopefully a bit more engaging. Thanks for the input, much appreciated.
  14. New Year / New Showreel

    Thanks for the comments - I did wonder about those bars actually, perhaps I should at least fade the video in under them a bit sooner. I'll have a think, don't want people to not watch it because of that...
  15. Distance from center in shops

    Does this do it? I got rid of the fit inside the shader so it's just outputting directly the distance from the centroid. I added a couple of image planes so you can check the result against an attribute calculated in SOPs. ShaderExample_edit.hip