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j00ey last won the day on September 29 2020

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  1. How to reference spare input inside VOP

    Ah great, thanks Dennis. I started making a parameter VOP to do that and then thought that couldn't be it! I'll give it a go. Thanks for your input also Tesan.
  2. Hi I want to read a spare input inside a Volume VOP inside of a compiled block. I know how to use them with wrangles by just reading input -1 but of course there's no OpInput-1 inside of a VOP... I only want to use a VOP for ease of setting up noise - and for now I'll use a simple noise in a wrangle but presumably you can get at -1, -2 etc in VOPs too. Thanks for reading
  3. I'm trying to use the point replicate VOP in /mat but with no luck, I keep getting 'couldn't load VEX code'. It works fine in SHOPs and I can stick with that but should it not work in /mat too?
  4. Wirecolor in sceneviewport

    It's at object level, under misc
  5. uv coordinate

    Not a very flexible method but if you write your UV to vertices instead of points, you can dispense with the edge cusp and and just subdivide the UV'ed model Q1_edit.hipnc
  6. in a wrangle: int pos[] = find(s@path, "/"); i@num = len(pos);
  7. rendering problems

    What software do you have access to? You could use Media Encoder or After Effects for example. It's not really my speciality I'm afraid, I usually use Houdini TOPs for making preview mp4s but deliver image sequences to colleagues for comp etc.
  8. rendering problems

    I don't actually know what will happen if you pick jpeg from the list but the output picture is set to exr - I presume you'll get jpegs that are named *.exr
  9. rendering problems

    I probably confused matters talking about flipbooks, sorry. You can write a jpg sequence from mantra but it's much more common to write exr as you can store much more data in them. All you need to do to render a sequence is set your ROP as in the image : Set 'Valid Frame Range' to Render Frame Range or Render Frame Range Only [Strict] That will allow you to put in the start and end frames - in this case $FSTART and $FEND - which evaluate to start and end frames of your global animation settings. If you want to enter the frame numbers manually, right click and do 'delete channel' then you can enter them. Then in your 'Output Picture' tell it where to write the files to. $F4 in the string means frame number padded with 4 zeros. You can just use $F for no padding if you prefer that. I use a ROP preset that fills in various things for me like shot, element, version but this is the default string. You must have something with the frame variable in there otherwise it will repeatedly write over the same frame.
  10. rendering problems

    These days if I'm just rendering a flipbook or preview animation I find it most convenient to write a jpg sequence to disk and use Ffmpeg Encode Video TOP to make an mp4, saves opening other software and importing footage.
  11. Smoothing DEM data

    Oh great. Simple method is always the best! FWIW Unity can work with heightfields directly via H Engine, I don't know if that might be an option in your engine..?
  12. scatter amount via vex

    Yes! Had a brain fade there...
  13. scatter amount via vex

    eg like this control_scatter_pts.hiplc
  14. scatter amount via vex

    The scatter SOP will use any attribute you want for density and you can write them to your geometry with VEX as per usual. Attached is a demo scene - normally I'd call the attribute 'density' as the scatter SOP expects that but to show that you can use anything I called it 'scatter_density' scatter_density.hiplc
  15. Smoothing DEM data

    The stepping is actually worse on the flatter areas contrary to what I expected - this is down to the resolution I think, as @nuki said. Have a look at this file in case it's useful - you might want to combine different levels of blur for different steepnesses, it depends what you're after. My method here isn't much better than a simple heightfield blur but it retains a little bit of detail in the steeper areas. smooth_steep_areas2.hiplc