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snoot

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About snoot

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    Peon

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    www.richardcthomas.com

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  • Name
    Richard
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    London

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  1. 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;
  2. 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
  3. Substance warp node - COP equivalent

    This should do the trick.... (using vop cop generator).
  4. Good job! Glad you figured it out.
  5. 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!
  6. 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;
  7. 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.
  8. 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!
  9. Good shout! I'll give it a go! Thanks @davpe
  10. 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.
  11. 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!
  12. FEM POPs two-way interaction

    @Farmfield Thanks for the reply. Just to clarify, you were using different dop networks with different one-way relationships and then feeding the back through each other? Any extra info would be great.
  13. FEM POPs two-way interaction

    Haha, habit of writing in google docs! Pastes in that way!
  14. Hi guys, I’m trying to get POP object and a FEM object to have two-way interaction. The pops are colliding with the FEM, but the FEM object is not being affected by the impact of the POPs. What do people think is the best way to get this to work? Currently I’m playing around using a SOP solver on the finite FEM object to bring in “feedbacks” input. This seems to contain a the particles that hit with fininte element. The pt’s have hit attributes and, “impulse” and a normalised “normal” attribute which I assume is direction. Not sure the best way to apply these feedback points to the finite element. Which attr should I modify and what do we think is the best way to lookup the "feedback" data? Perhaps a point cloud lookup? And suggestions greatly appreciated!
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