Archived post by TOADSTORM

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

Archived post by Baldrax

“`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

Archived post by lcrs

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

Archived post by jake rice

Hallo Friends. Ive been working on another new blog post, this time Im gonna be walking through the different techniques i used to make that weird iglooghost loop 😮 This first one is on quad splitting with vex!!!! github.com/jakericedesigns/Poly-Splitting-Blog It’s a major WIP thingy. It reads so poorly right now, but I just want to at least put it up since i think its got some useful stuff in it

Im gonna find some Blog solution that allows me to host the MD on github eventually, cuz i want a few more formatting tools that i cant get with native markdown. but this works for now….

Archived post by matte

I had an RBD sim that I wanted to cache, only very small like 20 packed prims, but wanted it to play back realtime

but even though the bgeos were small, reading them off the network was slow.. .even reading them off a local disk was not realtime (and wouldn’t work on the farm)

so I made a stupid setup to ‘cache’ it in memory inside the hipfile

chopnet -> geometry chop in animated mode -> (lock the geometry chop) -> then channel sop to read it back to sops

was super fast, and didn’t make the hipfile too big cause it was a small sim