Nik N
NNNenov
About Me
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Mantra | Karma | Lighting | Pyro FX | Realtime FX | VEX
BEGINNER
Digital Assets | Character Rigging | Motion Editing | Animation | Cloth | Fluids | Destruction FX | Python
Availability
I am available for Contract Work
Recent Forum Posts
Find Shortest Path - Consider Turning Costs expression July 14, 2024, 11:16 a.m.
Ello, I'm trying to understand an explanation in the houdini documentation for the shortest path sop, https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html [www.sidefx.com]
The Custom Edge Cost explanation is as follows:
" For example, you could penalize edges with steep slopes. If Consider Turning Costs is enabled, the expression can refer to the point visited previous to the edge. See below for a list of available local variables."
- I don't understand how I can penalize edges with steep slopes using the local variables listed below in the documentation
- what is the expression language/syntax I would use to evaluate it?
- do they meant to use something like a dot product function comparing current to previous point? Im not sure how to script something like that.
The Custom Edge Cost explanation is as follows:
" For example, you could penalize edges with steep slopes. If Consider Turning Costs is enabled, the expression can refer to the point visited previous to the edge. See below for a list of available local variables."
- I don't understand how I can penalize edges with steep slopes using the local variables listed below in the documentation
- what is the expression language/syntax I would use to evaluate it?
- do they meant to use something like a dot product function comparing current to previous point? Im not sure how to script something like that.
How to create a normalized Z-Depth pass May 11, 2024, 3:47 p.m.
Hello, I am new to Solaris and Karma, I've been trying to find out how to create a normalized depth pass.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
export float @depth = 0.0; float z = -Pz; float w = -z; float near = 0.1 // near plane float far = 1000.0 // far plane z *= -far/(far-near); z += -far*near/(far-near); z /= w; @depth = z;
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
Karma Depth min max pass May 10, 2024, 4:40 p.m.
jsmackNNNenov
zmax means, the white value of the depth map will represent the furthest detected geometry in the scene, rather than being based on a distance unit?
zmax means that of the sampled hits, the furthest hit will be recorded. zmin is the opposite, recording the closest value. Neither of them affect the range of values or do any remapping. The value is recorded as raw distance.
Ah I see, thank you for the explanation.
Do you know how I could go about creating a normalized depth AOV?