Ozzy.Chen
Ozzy.Chen
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a simple question about vector space for mantra Nov. 15, 2009, 12:08 p.m.
I circumvented it by transforming the other vectors, ex:
vector myVel = (0,0,1);
vector LinW = vtransform(“space:world”,L);
float angle = dot(normalize(myVel),normalize(LinW));
still be curious to know what the current space is in houdini.
vector myVel = (0,0,1);
vector LinW = vtransform(“space:world”,L);
float angle = dot(normalize(myVel),normalize(LinW));
still be curious to know what the current space is in houdini.
Snow Leopard and Houdini good to go? Nov. 15, 2009, 12:04 p.m.
twod
The Nvidia flickering issue has been resolved in 10.0.461.
awsome, but didn't find a download in daily yet.
can't wait :twisted:
a simple question about vector space for mantra Nov. 14, 2009, 12:40 p.m.
Hi all,
I am learning the vex now. I'm gonna to write a cone light on my own. As in RSL, if I want to define a vector in “shader” space instead of “current”. In RSL, I would simply put:
vector A = vector “shader” (0,0,1);
just don't know how to do that in VEX,can't find it in manual, another question is what the current space for mantra?
Thanks,
Ozzy
I am learning the vex now. I'm gonna to write a cone light on my own. As in RSL, if I want to define a vector in “shader” space instead of “current”. In RSL, I would simply put:
vector A = vector “shader” (0,0,1);
just don't know how to do that in VEX,can't find it in manual, another question is what the current space for mantra?
Thanks,
Ozzy