amination Posted April 27, 2013 Share Posted April 27, 2013 Hi, I do have a question regarding vector position in either texturing or geometry position. What I mean is when an object placed in distance and camera set far back the object appears in low-res and once the camera get close to the object, object develops or turns in high-res. I believe this is quite occurred method for crowd scenes. I've read some relative papers and still wondering in lost. If someone knows any link to papers or done this technique in Houdini, would appreciated to hear some insights or even see HIP file Thanks in advance, Amin Quote Link to comment Share on other sites More sharing options...
ben Posted April 27, 2013 Share Posted April 27, 2013 Did you check LOD sop ? http://www.sidefx.com/docs/houdini12.5/nodes/sop/lod Quote Link to comment Share on other sites More sharing options...
amination Posted April 27, 2013 Author Share Posted April 27, 2013 I've never used the LOD node before, but now when I used it for some tests Houdini keep crashing on me every time I select the node. I'm using H12.1 though. I'd like to get in depth a bit, I'm sure this can be done in VopSop, only I'm not quite familiar with the technique Quote Link to comment Share on other sites More sharing options...
ben Posted April 29, 2013 Share Posted April 29, 2013 You can get the cam pos like this : hou.node("/obj/cam1").worldTransform().extractTranslates() Have a look at my file, It's just a switch node with a bit of python to get camera distance to current node. LOD.hipnc Quote Link to comment Share on other sites More sharing options...
amination Posted May 4, 2013 Author Share Posted May 4, 2013 This is what I was looking for! I believe Polyreduce SOP based on camera distance will do the trick as well. Thank you. Quote Link to comment Share on other sites More sharing options...
amination Posted May 5, 2013 Author Share Posted May 5, 2013 One more question, Does LOD SOP works with fluid dynamics as well? Quote Link to comment Share on other sites More sharing options...
whodini Posted April 7, 2014 Share Posted April 7, 2014 cameras in houdini have a camOrgin add sop inside, you can reference this if you want the cam position. A better way to get the cam translate is by using the origin() expression to get the translate of the camera. You could do something like this: origin("", "/obj/mycam", "TX") to get the translate X, and just change the last string in the expression to match the component you want ex. ""TX", "TY", "TZ" or rotation even, "RX", "RY", "RZ" 1 Quote Link to comment Share on other sites More sharing options...
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