“`node.copyItems(items, channel_reference_originals = False, relative_references = True, connect_outputs_to_multi_inputs = True)“`
this can do what you’re looking for without doing sketchy with rawValues 😃
“`node.copyItems(items, channel_reference_originals = False, relative_references = True, connect_outputs_to_multi_inputs = True)“`
this can do what you’re looking for without doing sketchy with rawValues 😃
Really getting a lot from this lengthy Vellum Cell Replication tutorial. The title a bit misleading since less than a third focuses on vellum. The majority is about preparing geometry as well as sharing useful Vexpressions and techniques. Would have paid for this. https://www.youtube.com/watch?v=qzj9Sr_x0Lk
Just got redshift working as a package with this code in a file called “Redshift.json” in “Documents\houdini17.5\packages”
“`{ “env”: [ { “HOUDINI_PATH”: [ “C:/ProgramData/Redshift/Plugins/Houdini/17.5.258” ] }, { “PATH”: [ “C:/ProgramData/Redshift/bin” ] } ] }“`
ByeBye Houdini.env …
for VR, not sure what there is to learn it’s just regular R but rendered twice! unless you mean UX guidelines, then these: learn.unity.com/tutorial/vr-best-practice developer.oculus.com/documentation/mobilesdk/1.0.3/concepts/mobile-ui-guidelines-intro/
when i was learning VEG i found the official forums pretty decent, looks like there is one for shader graph as well
forum.unity.com/threads/feedback-wanted-shader-graph.511960/
rope-learning, this is probably too basic for you but again official unity tutorials plus download and examine official unity assets
unity3d.com/pt/learn/tutorials/s/roll-ball-tutorial
they have helpfully scattered their assets across an asset store a package manager and github but here is some sample shaders to study
github.com/UnityTechnologies/ShaderGraph_ExampleLibrary
i would be wary of studying their high-profile demos like ADAM though they write bespoke just-for-demo systems that never ship plus those projects are kinda a mess to navigate (smells like trade show demo deadline stress)
more sample shaders: github.com/keijiro/ShaderGraphExamples
lastly, realtime vfx forum often posts WIP of effects made in shader graph… sometimes will post the graph itself as well
brackeys has some ok effects done in shader graph
another official talk, from gdc
but don’t see paid classes on shader graph yet (one on old text-based shaders tho)
hope that helps!
@FourColumns here’s a simple example… i create a uv vector field, add data for it to the DOPs simulation, advect it through the velocity field, then use that UV field to look up a texture in the material
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194807/11/19/2d_volume_texture_advection.hip
github.com/Aeoll/Houdini_Image_Browser
whoa!
just saw this @NickTaylor thanks!
this will make building PBR materials so much faster
class GifPlayer(PySide.QtGui.QWidget): def __init__(self, gifFile, parent=None): PySide.QtGui.QWidget.__init__(self, parent) self._gif = gifFile # set up the movie screen on a label self.movie_screen = PySide.QtGui.QLabel() # expand and center the label # self.movie_screen.setSizePolicy(PySide.QtGui.QSizePolicy.Expanding, # PySide.QtGui.QSizePolicy.Expanding) # self.movie_screen.setAlignment(PySide.QtCore.Qt.AlignCenter) main_layout = PySide.QtGui.QVBoxLayout() main_layout.addWidget(self.movie_screen) self.setLayout(main_layout) # use an animated gif file you have in the working folder # or give the full file path self.movie = PySide.QtGui.QMovie(self._gif, PySide.QtCore.QByteArray(), self) self.movie.setCacheMode(PySide.QtGui.QMovie.CacheAll) self.movie.setSpeed(100) self.movie_screen.setMovie(self.movie) self.movie.start()
We used to have a gif fail player show up on export failures 😃
giphy.com/gifs/movie-film-1990s-1aKKuZOjn3qUg
that was me recieving the email
I told the CMO when they bought our company that I wont work for a project manager that thinks 9 women can deliver a baby in 1 month
heck, redshift issue. Redshifts RenderView is producing different results to images rendered to disk or mplay.
its like the displacment/bump changes. These area both gamma 2.2
what the heck does this mean `Found conflicting usage types for vertex stream ‘ns’! Original usage is ‘Unspecified’, while another shader is using it as ‘Unspecified’. Please duplicate or use a different vertex stream and assign separately.`
hitting up the forums: www.redshift3d.com/forums/viewthread/26243/
fixed it, see that link for more info
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191907/04/19/unknown.png
p simple actually This is a volume wrangle. First input is your volume for storing the field, second input is your geometry that has a magnetic value (-1 to 1) point attribute “`c vector mf = 0;
for( int i=0; i
trying to convert to openCL but running into dumb problems with how to write to vector volumes
of course, it also doesn’t take into account spatial density of points, so if you double your point count you will get double the magnetic field values