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About Me
EXPERTISE
Developer
INDUSTRY
Film/TV
Houdini Skills
Availability
I am currently employed at Redshift3d
Recent Forum Posts
Rotating an object to align with world space March 13, 2019, 7:26 p.m.
If you can create an orthogonal frame by two vectors (i.e. find three points orthogonal to each other) you can create an orient attribute. inverting orient attribute and rotating @P by this inverse orient gets you world rotation
Mantra vs AMD Threadripper 2990wx March 13, 2019, 10:25 a.m.
Hi,
very interesting results in this topic. I'm also waiting for threadripper gen 3 to update my pc and will be on windows platform. I'm sure things will get better by that time but wonder if you had time to check coreprio (https://bitsum.com/portfolio/coreprio/)
maybe it can improve your render times
very interesting results in this topic. I'm also waiting for threadripper gen 3 to update my pc and will be on windows platform. I'm sure things will get better by that time but wonder if you had time to check coreprio (https://bitsum.com/portfolio/coreprio/)
maybe it can improve your render times
setting @orient with degrees March 13, 2019, 10:08 a.m.
what I usually do is:
to create a new orient with euler angles just start with an identity matrix
matrix m = qconvert(p@orient); vector zaxis = set(m.zx, m.zy, m.zz); vector yaxis = set(m.yx, m.yy, m.yz); vector xaxis = set(m.xx, m.xy, m.xz); float amount = radians(degrees); rotate(matrix, amount , xaxis //chose any axis ); p@orient = quaternion(m);
to create a new orient with euler angles just start with an identity matrix