
Tim Bacon
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Recent Forum Posts
Creating a collection in vex March 31, 2025, 7:43 a.m.
In case it's useful to anyone I realised my approach was wrong in that my attrib wrangle was running over a set of prims, so for each iteration it was setting the collection includes array correctly but that would contain either 1 path or be empty and on the last iteration it was empty.
In order to get it to work I ran it over the instancer itself and looped over the children so append their paths to the array.
In order to get it to work I ran it over the instancer itself and looped over the children so append their paths to the array.
string includes[] = {}; string children[] = usd_childnames(0, @primpath); foreach(string c; children){ string c_path = @primpath + '/' + c; if(usd_typename(0, c_path) == "Xform"){ string name = usd_name(0, c_path); int num = opdigits(name); if(num % 2 == 0) { append(includes, c_path); } } } string collectionpath = usd_makecollectionpath(0, @primpath, "everyOtherTree"); usd_setcollectionincludes(0, collectionpath, includes);
Creating a collection in vex March 28, 2025, 1:22 p.m.
I'm trying to figure out how to make a collection of a subset of instances in an attrib wrangle...
I have it mainly working except for the logic part. This does nothing, but I know it's not totally broken because if I manually append a primpath to the includes array, that works...
On the other hand this works as I would expect - every other prim receives a value of 1, the others -1:
both are operating on the same set of prims - /scene/geometry/tree_instancer/tree*
Can anyone tell me where I'm going wrong?
I have it mainly working except for the logic part. This does nothing, but I know it's not totally broken because if I manually append a primpath to the includes array, that works...
string includes[] = {}; string collectionpath = usd_makecollectionpath(0, "/scene/geometry/tree_instancer", "everyOtherTree"); string name = usd_name(0, @primpath); int num = opdigits(name); if(num % 2 == 0) append(includes, @primpath); usd_setcollectionincludes(0, collectionpath, includes);
On the other hand this works as I would expect - every other prim receives a value of 1, the others -1:
int var = -1; string name = usd_name(0, @primpath); int num = opdigits(name); if(num % 2 == 0) var = 1; i@primvars:num = var;
both are operating on the same set of prims - /scene/geometry/tree_instancer/tree*
Can anyone tell me where I'm going wrong?
Render view doesn't match output to disk using COP textures Jan. 23, 2025, 8:52 a.m.
I figured out that setting the signature of my Mtlx Image VOP to Vector 3 instead of Color makes the output match the renderview but I don't understand why at all...