Archived post by art3mis

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

Archived post by Thomas Helzle

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 …

Archived post by nralabate

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!

Archived post by cakesson

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 😃

Archived post by Nick D

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

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Archived post by profbetis

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; iv@magfield = mf;“`

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