the classic “I found code on the forum” haha “`py
node = hou.pwd() stage = node.editableStage()
from pxr import UsdSkel
skeleton_prim = stage.GetPrimAtPath(“/Object_10/skin0/skeleton”)
anim_binding = UsdSkel.BindingAPI.Apply(skeleton_prim.GetPrim())
anim_rel = anim_binding.CreateAnimationSourceRel()
anim_prim = stage.GetPrimAtPath(“/Object_10/skin0/Scene”) anim_rel.AddTarget(anim_prim.GetPrim().GetPath()) “`
Category: hou-usd
Archived post by petercubic
hey there, I meant to post this earlier but got caught up in a long meeting; I think another Peter gave you the tip you needed though 😁 🙌
One other way of doing this is creating a sort of “Uber-Shader” using Parameter Nodes when building shaders. This creates an “Input” within USD, and allows for you to use the Edit Material Property LOP to make as many Specializes (a type of Reference) from one shader as you want. I learned this from @goldleaf, and hopefully I’m explaining it decently.
Here’s a quick example HIP I whipped up. Might not be the best example, but hopefully it makes it clear enough. One of the shaders should be offsetting more quickly than the other.
Let me know if I can try to help clarify anything more. 🙂
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243401/31/24/Animated_Shader_Properties.hip
Archived post by mestela
www.sidefx.com/forum/topic/85494/
“For anybody interested I’ve created a simple procedural by kinda reverse engineering the hair one. I’ve attached a minimal example of render time point scatter with number of points controlled by primvar.”
Archived post by midgaard78
Small bit of info for you, which doesn’t help I don’t think, but might save you sometime in the future: Catmull-Clark subdiv (the default for the “treat geometry as subdiv surface”) doesn’t work on triangluated meshes. Change it to Loop.
Archived post by siegmattel
doescg.gumroad.com/l/lops-camera-switcher i think this has been posted in here before but just sharing again because i was looking for an easy solution to switch between cams in solaris and this seems perfect
Archived post by mestela
or this if you turn on ‘run on elements of array attributes’: “`c p@orientations = quaternion({0,1,0}*rand(v@positions)*10); “`
or “`c p@orientations = quaternion({0,1,0}*rand(@elemnum)*10); “`
after all that, this works for me with a duplicate: “` #include