https://i.imgur.com/kuc1PnO.mp4
I don’t know where to put this but i made a little screenshot to network view python script – more details and crappy code on my wiki: berniebernie.fr/wiki/Houdini_Python#screenshot_to_background_image
Author: admin
Archived post by mestela
@mstarktv
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20190107/17/19/showreel_bingo.JPG
Archived post by bhenriksson
Archived post by jake rice
the bend deformer uses it i believe
but i’ll post up an example
notice how with the deformation wrangle, i use `pos` instead of `@P` for all references to position. this is necessary for it to do it’s magic
you can use `@P` in deformation wrangles, but just know that the attribute update magic won’t work if you do it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194607/16/19/jr_deformation_wrangle_example.hip
Archived post by Remi Pierre
“`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 😃
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 TOADSTORM
@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
Archived post by xcaseyx
github.com/Aeoll/Houdini_Image_Browser
whoa!
just saw this @NickTaylor thanks!
this will make building PBR materials so much faster