Diorn 5 Posted July 28, 2017 Awesome and clever work Juraj, inspiring! Keep this thread alive please Share this post Link to post Share on other sites
trandzik 13 Posted September 9, 2017 On 4/28/2017 at 9:31 PM, Juraj said: Hello, thanks! Glad you like it Unfortunately I cannot share scripts because of the university policy, but will try to write a new one save incremental function # splits versioning string into letter and number, e.g. v025 -> ['v','025'] def verSplit(ver): head = ver.rstrip('0123456789') tail = ver[len(head):] return head, tail # save incremental, tries to preserve version formatting def saveInc(): hipname = hou.getenv('HIPNAME') if hipname != 'untitled': v, num = verSplit( hipname.split("_")[-1] ) num = str( int(num) + 1 ).zfill( len(num) ) newName = hipname.split("_") newName[-1] = v + num newNameStr = hou.getenv('HIP') + "/" + "_".join(newName) + "." + hou.getenv('HIPFILE').split(".")[-1] hou.hipFile.save(newNameStr) else: print "cannot increment version name in untitled.hip" Hi, thanks Maybe, but this setup is not very portable and was made for our pipeline. It would require a bit of work to prepare for release and to make it work in most of the environments. LOD switching would not require much of work in this setup. Just computing distance to render camera and then thresholding it into an LOD attribute. But in our case manual decisions proved to be most suitable. Hello Juraj, I stumbled across your incremental save function and I just want to let you know it could be done also with following command: hou.hipFile.saveAndIncrementFileName() Anyway your work is very cool and inspiring. Cheers Peter Share this post Link to post Share on other sites
Juraj 251 Posted October 30, 2017 (edited) Inspired by couple of papers and Houdini tutorials I started playing with fractals and raymarching. Here are some of the results so far. EDIT: see the following post for the project file Edited November 14, 2017 by Juraj added project file 6 Share this post Link to post Share on other sites
Juraj 251 Posted November 14, 2017 Project file for OpenCL and VEX raymarching. raymarcher_ocl_vex.hipnc 1 Share this post Link to post Share on other sites
Juraj 251 Posted November 14, 2017 lit_sphere.rar 1 Share this post Link to post Share on other sites
Juraj 251 Posted November 14, 2017 On 3/16/2017 at 4:24 PM, Juraj said: k_means.hipnc obb.hipnc 1 Share this post Link to post Share on other sites
Juraj 251 Posted November 14, 2017 On 6/8/2017 at 9:01 AM, Juraj said: added project files, note that in interaction_forces.hipnc I used a technique for calculating eigenvectors which was a bit overcomplicated, I updated the technique in curvature.hipnc but did not update the particle sim setup yet interaction_forces.hipnc curvature.hipnc 1 1 Share this post Link to post Share on other sites
Juraj 251 Posted November 14, 2017 On 5/20/2017 at 10:53 AM, Juraj said: adding project files, it is a bit messy because it contains all my nodes for exploring the techniques and testing out things, but still might be helpful for some some paths are hardcoded but with a bit of fixing you can get it running gridless_selma.hipnc 3 Share this post Link to post Share on other sites
Juraj 251 Posted November 23, 2017 Compiling C++ OpenVDB Hello World example using Houdini precompiled libraries on Linux - a quick guide, might be useful to somebody 1 Share this post Link to post Share on other sites
Juraj 251 Posted November 23, 2017 Compiling DreamWorks OpenVDB C++ nodes for Houdini on Linux and another guide - how to add DreamWorks OpenVDB nodes into your Houdini 1 Share this post Link to post Share on other sites
Juraj 251 Posted December 1, 2017 I wrote a guide on writing simple node operating on OpenVDB volumes in HDK: Creating simple C++ OpenVDB node in HDK What it does is basically: the node will take a VDB volume as an input and point cloud, then at position of each point it will activate matching voxel in VDB volume. You can also check repository with the code: VDB Activate from Points 2 1 Share this post Link to post Share on other sites
Juraj 251 Posted January 15, 2018 Houdini tip | Taking advantage of environment variables In this post I show some examples of using environment variables to set up multiple configurations of Houdini for both windows and linux. 1 1 Share this post Link to post Share on other sites
Juraj 251 Posted January 15, 2018 Houdini tip | sRGB preview inside Houdini and Mplay Here I show how to set up a sRGB preview color space inside Houdini which will match Nuke's default preview color space 1 Share this post Link to post Share on other sites
Juraj 251 Posted January 15, 2018 Houdini tip | Faster saving of scenes on network drives Simple houdini env var which will speed up saving of large scenes especially notable on network shares. 1 2 Share this post Link to post Share on other sites
VFXArabia 0 Posted January 17, 2018 This is so awesome, Thanx for you generosity Share this post Link to post Share on other sites
StephaneS 3 Posted January 18, 2018 Thank you very much ! So much talent !!! Share this post Link to post Share on other sites
Juraj 251 Posted February 4, 2018 Feel free to check this tutorial / collection of VEX snippets I prepared. I tried to cover many different areas of VEX scripting, mostly stuff I found useful. 5 1 Share this post Link to post Share on other sites
Juraj 251 Posted February 7, 2018 Houdini tip: Camera auto-focus using Python expression https://jurajtomori.wordpress.com/2018/02/06/houdini-tip-camera-auto-focus/ Share this post Link to post Share on other sites
Juraj 251 Posted February 20, 2018 New Houdini tip: Using HOU module in Visual Studio Code. https://jurajtomori.wordpress.com/2018/02/20/houdini-tip-using-hou-module-in-visual-studio-code 5 Share this post Link to post Share on other sites