Houdini camera projection is as simple as creating a "UV TEXTURE" node and plugging it into the geo you're projecting onto.
In this node, select "Perspective from Camera", from the Texture Type dropdown menu.
You could name the UV Attribute something other than the default of "uv" if you are creating some alternate uv sets.
In the Camera dialog box, specify the camera node. Eg. /obj/cam1 & usually the attribute class for the uv's will be set to vertex.
Now, whatever material you apply to it will use these uv's. (or maybe a different set if you specify within the shader network!) eg. uv2.
Wednesday, 30 October 2019
Friday, 25 October 2019
size of array, VEX snippet
i@size=len(i[]@nameOfArray);
the [] is actually [ ].
the [] is actually [ ].
activating particles
to have particles come alive, mid sim (or indeed, to have them stop mid sim) you just need to trigger the "stopped" attribute in your pop network.
blurring vdbs
float dist = xyzdist(1,@P);
float distremap = fit(dist,ch("near"),ch("far"),0,1);
f@density *= distremap;
This gives a vdb a falloff based on how close it is to the original object's surface.
Stick the VDB into a volume visualisation and then plug that into input 0
Put the original geo into input 2.
Now you can "blur"
float distremap = fit(dist,ch("near"),ch("far"),0,1);
f@density *= distremap;
This gives a vdb a falloff based on how close it is to the original object's surface.
Stick the VDB into a volume visualisation and then plug that into input 0
Put the original geo into input 2.
Now you can "blur"
Saturday, 19 October 2019
group centroids
group centre/centroid - intstead of blasting out groups and using $CEX etc, you can just use $GCX, $GCY, $GCZ in your transform pivots.
Wednesday, 2 October 2019
Selection expand
To expand - any - selection like in Maya... do your selecting then press SHIFT G (to grow) or SHIFT S (to shrink)
Labels:
grow,
grow selection,
select,
selection,
shrink,
shrink selection
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