www.sidefx.com/tutorials/lens-shaders-for-gamedev/
Might be useful to some. Let me know what you think!
www.sidefx.com/tutorials/lens-shaders-for-gamedev/
Might be useful to some. Let me know what you think!
I’m gonna hot glue swarovski elements to my new build
it’s gonna look like damien hirst threw up all over my case
i don’t. i mean literally that’s all there is to it… make a bunch of crumped up planes, texture them with a transparent cracked texture (literally just photograph some ice cracks and use it like a mask), wedge the planes inside your ice object, then turn off primary visibility. enable glossy refractions on your ice material and you’re good to go
it wasn’t fast but it was simpler than a volumetric shader, especially in vray 6 years ago
“`python class InLockedAsset(): ”’Class for unlocking and relocking nested nodes.”’ def __init__(self, node=None, verbose=False): self.baseNode = node self.verbose = verbose print ‘BASENODE:’,node.path(), self.baseNode.path() self.isInLockedAsset = self.baseNode.isInsideLockedHDA() self.__buildLockedNodeList__() def __buildLockedNodeList__(self): self.__lockedNodeList__ = [] inLockedAsset = self.isInLockedAsset currentNode = self.baseNode while inLockedAsset: currentNode = currentNode.parent() if isHDA(currentNode): self.__lockedNodeList__.append(currentNode) inLockedAsset = currentNode.isInsideLockedHDA() self.__lockedNodeList__.reverse() def firstUnlockedParent(self): if len(self.__lockedNodeList__) > 0: return self.__lockedNodeList__[0] else: return None def unlockParentNodes(self): for currentNode in self.__lockedNodeList__: print ‘Unlocking asset: %s’ % currentNode.path() currentNode.allowEditingOfContents() def relockParents(self): topParent = self.firstUnlockedParent() if topParent is not None: try: print ‘Re-locking asset: %s’ % topParent.path() topParent.matchCurrentDefinition() except hou.OperationFailed: if topParent.isLocked(): pass else: topParent.matchCurrentDefinition() “` Usage: “`python inAssetNode = InLockedAsset(node=’/path/to/node’) inAssetNode.unlockParentNodes() “` Then, if you want to re-lock them: “`python inAssetNode.relockParents() “` Feel free to clean this up. Some funky stuff in there.
Needs this too: “`python def isHDA(node): try: node.type().definition().libraryFilePath() return True except: return False “`
Old eyes
there is a way it can work
if I remember right the timeshift wont work on something coming through the fetch input block begin but if it comes into the blob this way it’s ok
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20181408/08/18/timeshift_foreach_01.hip
i finally figured out how to create Cryptomatte layers from geo attributes so you can make per-piece or per-prim mattes without having to manually create ID attribs and bind export them… but it seems a bit of a silly workaround and i got super lost with the whole properties system. if any real mantra heads fancy taking a look: http://lewisinthelandofmachines.tumblr.com/post/176559578118/houdini-per-piece-cryptomatte-mantra-support-for
“`vlength(vtorigin(“.”, “../YOUR_FOCUS_OBJECT_HERE/”))“`
that’s how ud do it
Hey chaps, handy little snippet which you may already be aware of to find the closest point that is not self: `int nearpt = nearpoints(0, @P, 1e34, 2)[1:][0];`
haha
@Glad-Partikel kaboom! www.sidefx.com/tutorials/rigging-series-05-left-leg/
only 2 more to go in Series 1
did a little MOPs demo this weekend, since we’re short on fancy looking demonstrations.
gfycat.com/GratefulInferiorAtlanticspadefish
it’s nothing too special but we’ll have the HIP file linked somewhere (github?) soon