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Showing results for tags 'relative'.
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Hey guys, I need to send a large point cloud which instances geo to the cloud to render. The problem I'm having is the instancefile attribute is absolute, and once the project is uploaded to the cloud render environment the path is no longer relevant/correct. Redshift does not seem to expand strings at render time, so $HIP or $JOB do not get evaluated afaik. I've also tried setting the path to a node within the .hip file. For example, this will work: M:/_Work/_Personal/sandbox/rs_proxy_relative/rs_proxy/teapot.0001.rs But this will not: \$HIP/rs_proxy/teapot.0001.rs Nor will this: /obj/teapot_rs/OUT/ I've attached a super simple setup where I get instancing working using an absolute path (it references the output of the RS Proxy Output SOP). Is there any way to get Redshift to to instance from a path that is relative to the project folder, or a node within the .hip file? Or has anyone had experience getting Redshift instances rendering on Gridmarkets? Thanks all! Note: I've also tried using the instance obj node (see v002 hip attachment). BUT the issue I run into with this is it maxes out my GPU's VRAM at render time, whereas using an absolute path with instancefile renders just fine with the ~6m points I need to instance on. rs_proxy_relative_v001.hip rs_proxy_relative_v002.hip
I'm setting up a scene with a bunch of colors. As such I like to keep them in a Null node so theyre all in one place. In a geometry node I'm trying to apply that color with works fine with relative reference: (U3650 being the name of the color) ch("../../Colorbank/U3650r") This works great but I'd like to have the U3650 be changed based on a string attribute on a diffrent node. that way I can change it there without having to tediously go into rgb values and changing it by hand. I've tried the following: (the value in lable_1 being U3650) ch("../../Colorbank/chs("../colorControl/label_1")r") ch("../../Colorbank/'chs("../colorControl/label_1")'r") However this doesn't seem to work. Could anyone help with getting this reference to work? This would allow me to animate the color per frame which allows for greater control in rendering varients of still images. I've attached a simple hip version of the problem. RR-Help.hip
LaszloFX posted a topic in ScriptingHey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
Juraj posted a topic in Lighting & RenderingHello, I am trying to assign a material to packed disk primitive. This was already asked here many times but still I am not sure about my current situation I have geometry with two groups, I want to assign two materials based on those groups. However geometry is quite heavy so it makes sense to load it as packed disk primitive so that viewport is fast and ifd small. This geo is part of a digital asset, digital asset contains shop network with those shaders. So I need a way to assign material using relative path. I tried it but unfortunately it doesn't seem to work. With absolute path it works as expected. I also do not want to unpack the geo inside asset, because then I would loose packed disk prim advantages. One solution would be to save it with absolute path and put shaders always inside /shop/... But if I could make relative material path assignment working, it would make my scenes cleaner as everything related to the asset is included inside the digital asset. Thanks, Juraj