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About snoot

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  1. Awesome! Glad you found the answer.
  2. It's worth noting reading alembics in Sop's sets packed alembic pivot (the geometry point that represents the pivot) to the centroid of the pack I think. For this reason I prefer to use Houdini packed geo in these situations. You should be able to do your polyreduce and pack it (ensuring the pivot is correct), then use a wrangle to apply the packed primitive from the cached packed primitive transform intrinsic to the new packed primitive. You may need some unique value attribute like "name", "id" or "path" to match the the undeformed and deformed packs together. The same principle applies to Alembic prims, you'll just need account for for the pivot. Hope this helps.
  3. Hi there, Out of interest what was wrong and how did you fix it? Thanks.
  4. Randomise UV Layout Position

    How about using a "connectivity" sop to create a "class" attribute on the prims. Use attribute promote to promote the class attribute from prims to verts. Then use this in vertex wrangle: @uv += rand(i@class)*10;
  5. Python Variable to Hscript Global variable

    Hey there, Maybe this will help. These are the python methods that are available that do the job without having to wrap hscript. hou.putenv, hou.getenv, hou.unsetenv Cheers
  6. Substance warp node - COP equivalent

    This should do the trick.... (using vop cop generator).
  7. Good job! Glad you figured it out.
  8. Hey there! You can create a primitive string attribute with slashes to a create hierarchy in the alembic. See the attached image of the the Alembic ROP interface. It is set to "path" by default. That and using the "Use Sop Path" setting should get you what you need. Good luck!
  9. Shift Array Vex

    Another option: If you need to create wrapping behaviour and want to avoid a loop, with modulus you can create "wrapping" behaviour. Essentially split the array in two and swap the start and end. What defines the offset is where you put the split. int a[] = array(0,1,2,3,4,5,6); int i = len(a); // offset value int offset = 1; int out[] = a[offset%i:i+1]; append(out,a[0:offset%i]); i[]@out = out;
  10. VEX Array Functions

    Regarding "unique elements". I would: 1.Sort the input array. 2. Loop over it checking if the previous iteration's element matches the current iteration's element. 3. If it didn't append. Essentially all identical elements will always be neighbours by sorting. I forget, but there are functions that will help you restore the original order if that is important. In my experience avoid using vex's find function. I found it quite slow in the situations I used it. Hope this helps.
  11. Hey there, I built a tool very similar to the Substance functionality. You can draw a line on a image and it turns it into a ramp parameter. https://richardcthomas.com/image-to-ramp Hope it proves useful!
  12. Good shout! I'll give it a go! Thanks @davpe
  13. Hi guys, I'm attempting to get the thickness of an object and use this to blend between two pbr layers - in this case a sharp refractive layer into a sss-y one. I could sample an sdf volume on disk and read the thickness from there. But I'm wondering is there a way to do this at render time. For example, catching the position of a ray entering and exiting a surface with lots of sample. Any ideas? Example scene much appreciated! Thanks.
  14. Hi guys, I have two identical bone hierarchies - one is at rest pose and the other is animated motion capture skeleton. Is there a way to blend the rest skeleton to the animating skeleton using chops? I've looked at the constraint shelf. But it would be quite cumbersome to do this for every joint using these tools. Is there a way to bring in both the rest and animating skeleton channels procedural - using wildcards or something and then blend the rest to the animation? Anybody have any setups I could take a look at? Thanks for your help!