Ben Toogoood
Ben Toogood Aardman
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Recent Forum Posts
Different shader in GL/Vulkan than with Karma (XPU) 2024年9月4日4:41
We found using both a karmaMaterialBuilder and a usdMaterialXbuilder fed in to a collect node allows for setting up simplified preview materials in 20.5
Something along these lines:
Something along these lines:
Custom Husk Procedurals 2024年4月2日11:21
Just for anyone landing on this thread in the future: yes, it is possible to use a modified version of the hair_deform.bgeo.sc which comes with the Hair Procedural to deform arbitrary geometry, and I've attached a copy of the custom file we ended up with to this post. It's worked for our purposes so far - fingers crossed it's helpful to someone else down the line. Feel free to give it a whirl.
cheers
cheers
Custom Husk Procedurals 2024年3月28日11:23
Thanks Goldleaf - I'll take a look and see if we can bodge our way there.
If it helps for future idea/plans, our specific use-case is deforming costume pieces composed of many curves (woven cloth, knitted wool, fuzzy felt) etc where it's not feasible to cache them directly from the rig.
The 'Arbitrary Geometry' mode in SOPs land GuideDeform does the job - it'd just be a fantastic streamliner to have it happen as a render time procedural.
Many thanks
Ben
If it helps for future idea/plans, our specific use-case is deforming costume pieces composed of many curves (woven cloth, knitted wool, fuzzy felt) etc where it's not feasible to cache them directly from the rig.
The 'Arbitrary Geometry' mode in SOPs land GuideDeform does the job - it'd just be a fantastic streamliner to have it happen as a render time procedural.
Many thanks
Ben