porte Zhang
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Houdini Color Schemes Sept. 24, 2024, 1:59 a.m.
贝拉拉Hi,belala. Your scheme is so cool! I really like it. But i'm having some problems.Could you tell me how to fix this? I can't watch the information clearly.
Recently I rethought my flat style UI color scheme the 'Ethanol' for Houdini 20. I think it resembling a bit to C4D UI scheme, so if you like that free style with no black areas and ugly green lines in it, you can have it.
Enjoy!
USD Frustum across the frame range June 16, 2024, 9 p.m.
mtucker
Luca's repository there is amazing. Highly recommended for many topics!
That said, I'm a bit confused. In your first post you complain about needing the full camera animation to be available in order to use the %bound prim pattern (which is true), but Luca's example _also_ requires the full camera animation to be available on the stage. As would any solution to this problem, I think. The use of the "Sample Frame Range" feature on the Camera LOP is extremely important here and should not be overlooked as the best way to get animated transforms onto your stage when you can author the transforms in LOPs (no for each loops or cache LOPs required).
Anyway, I took Luca's example files, changed the instancer to create instanceable references (because primitive pattern straight up don't work on point instancer instances - if this is what you're looking for, definitely use that python code), and used a Prune LOP to do the equivalent. Also not time dependent, also doesn't require any foreach loops, runs a little faster than the python version (though of course the python version doesn't work with instanceable references so we're really comparing apples and oranges here).
I hope this is useful.
really helpful.Thanks
A bug in the pointsconstraints node of the solaris module. June 16, 2024, 9:46 a.m.
When I use pointsconstraints node, I find that the lights bind on with a wrong certain positional offset.
This is the orignal position of the light at frame one.
This is the first frame after using the pointsconstraints node
I found the bug was caused by this node.
It calculated a wrong offset at frame one.
Here is my solution way.
Now it's running right.
This is the orignal position of the light at frame one.
This is the first frame after using the pointsconstraints node
I found the bug was caused by this node.
It calculated a wrong offset at frame one.
Here is my solution way.
Now it's running right.