michael Posted September 9, 2005 Share Posted September 9, 2005 hey!...that's pretty good... and thanks for the file...always good to share Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 11, 2005 Share Posted September 11, 2005 an updated one Quote Link to comment Share on other sites More sharing options...
mark Posted September 12, 2005 Share Posted September 12, 2005 With this project i've seen the power of digital assets! I'm making a few building DA's, the first of which is below. the idea is that you can randomise the number of levels, the base width (i.e. number of sections) as well as the seed for the roof item (another DA with 3 or 4 different roof decorations) and the seed for the window/lights texture layout (so repeating textures, and different buildings, look random). theres a few things screwy in the pics below particularly the random seeding expressions but i thought id post anyway. the renders are very rough, they were done at the end of a loooong session cheers! mark Quote Link to comment Share on other sites More sharing options...
stu Posted September 12, 2005 Share Posted September 12, 2005 Quote Link to comment Share on other sites More sharing options...
altbighead Posted September 12, 2005 Share Posted September 12, 2005 I am lovin it. :notworthy: Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 12, 2005 Share Posted September 12, 2005 21203[/snapback] LOOOOL .. this thread is getting crazy... please LOCK IT!!! ahahahah hey.. i definetly wanna see the scene file and rendering time for that frame!@!ehehehehe really nice. cheers Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 12, 2005 Share Posted September 12, 2005 With this project i've seen the power of digital assets! I'm making a few building DA's, the first of which is below. the idea is that you can randomise the number of levels, the base width (i.e. number of sections) as well as the seed for the roof item (another DA with 3 or 4 different roof decorations) and the seed for the window/lights texture layout (so repeating textures, and different buildings, look random). theres a few things screwy in the pics below particularly the random seeding expressions but i thought id post anyway. the renders are very rough, they were done at the end of a loooong session cheers! mark 21202[/snapback] Yeah that was what I had in mind ... DA for chairs... I'm still far from it but that's what I was pointing with my "chair" scene I'll keep this thread posted. cheers. Quote Link to comment Share on other sites More sharing options...
michael Posted September 12, 2005 Share Posted September 12, 2005 stu went old school on that one - but it's very HDA-able...I can just see the jerking camera and the green laser blasts...LOL... Quote Link to comment Share on other sites More sharing options...
Jason Posted September 12, 2005 Share Posted September 12, 2005 stu went old school on that one - but it's very HDA-able...I can just see the jerking camera and the green laser blasts...LOL... 21211[/snapback] stu, how about rendering a nice big desktop image? 1600x1200 and 3200x1200 (dual monitor) Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 12, 2005 Share Posted September 12, 2005 stu, how about rendering a nice big desktop image? 1600x1200 and 3200x1200 (dual monitor) 21215[/snapback] yeah i definetly second Jason i want such deskstop on both sizes.. single and dual screen! :D (oh.. and the scene? ehehe tries #2) cheers. Quote Link to comment Share on other sites More sharing options...
stu Posted September 13, 2005 Share Posted September 13, 2005 Let me know if this works for you - I'm sure that there are some things that I could have done better. death_star_panels.zip Edit - fixed a bug where 0 percentages for towers and bare panels didn't respond properly, and locked the file SOPs Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 13, 2005 Share Posted September 13, 2005 it looks like you had to lock the FILE nodes or I have to model the panels.. Quote Link to comment Share on other sites More sharing options...
stu Posted September 13, 2005 Share Posted September 13, 2005 Oops, yeah I meant to do that. Try it again. Quote Link to comment Share on other sites More sharing options...
mark Posted September 13, 2005 Share Posted September 13, 2005 now THATS an HDA! impressive stuff Stu. im keen to take a look at the file too edit: i should have completed the sentence: "when i get home from work" - i didnt mean to imply i needed the source file Quote Link to comment Share on other sites More sharing options...
stu Posted September 13, 2005 Share Posted September 13, 2005 Here's the original file, but it's ugly. ds_panels_file.zip I think that you're better off sticking with the clean HDA (pre-modelled panels, copy stamping, dynamic distribution, etc.) Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted September 13, 2005 Share Posted September 13, 2005 a w e s o m e thanks a lot for sharing that (and sorry for asking twice.. i noticed later tha i've been too "kiddie" about that..) this is like a gift for me.. for the night spent making my first real shader in VOP.. and your metal has and will be also my inspiration for learning more and more. oh .. I made my first shader thanks again for the awesome hip. cheers Quote Link to comment Share on other sites More sharing options...
thekenny Posted September 13, 2005 Share Posted September 13, 2005 I was just talking with Stu about this and here's the idea. How about one of you crazy programmers out there create a generic DSO so you can get some savings for rendering this stuff. If you allowed it to use a specific piece of geometry (.bgeo) it could place it to a point with a certain attribute... It could be very basic...If we keep the operations generalized I'm sure a lot of people out there could get some use from it. thoughts? -k Quote Link to comment Share on other sites More sharing options...
Jason Posted September 13, 2005 Share Posted September 13, 2005 How about one of you crazy programmers out there create a generic DSO so Hey there, Have you tried the HScriptInstance DSO? Perhaps it does some of what you're talking about. It's not the most efficient way of generating the geometry definitions in Mantra but it sure is fun. Quote Link to comment Share on other sites More sharing options...
Jason Posted September 13, 2005 Share Posted September 13, 2005 Also, we often use this type of script at DD when mailing hipfiles to SESI for debugging. We also use this for archiving certain scenes. I noticed that you distributed a seperate OTL file with your example Stu - which sometimes I find awkward because if you manually load the OTL with File>Instal Operator Type Library, the second you attempt to load a hipfile it will forget about your loaded OTLs. What this script does is copy any custom OTLs into the hipfile ("Embedding"), making distributing the hipfile totally self-contained. # embedOTLs.cmd : embed all custom OTLs into the hipfile # echo "embedding all the OTLs referenced in this scene" set ots = `execute("otinuse -t")` foreach ot ($ots) set original_otl = `execute("otgetotl $ot")` if( "$original_otl" != "Embedded" ) if( `strmatch("${HFS}*","$original_otl")` == 1 ) echo " not embedding $ot because it's in the houdini distribution." else echo " ($ot) copying operator type into the Embedded section from $original_otl." otcopy $ot Embedded otprefer $ot Embedded endif else echo " ($ot) this operator type is already Embedded." endif end Quote Link to comment Share on other sites More sharing options...
sibarrick Posted September 13, 2005 Share Posted September 13, 2005 Isn't it true to say that unless you turn off the option in Operator type manager then the otl will be embedded in the hip file anyway? Quote Link to comment Share on other sites More sharing options...
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