I added this to my redshift.json package
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20212105/18/21/QuickLook05182815b.png
I added this to my redshift.json package
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20212105/18/21/QuickLook05182815b.png
reposting @MoOSE ‘s awesome voronoi morph for archive
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20210804/27/21/Morph1.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20210804/27/21/Simple_Morph.hipnc
Wait, who wants my piss?
Thought that could be valuable to someone at some point. node.cook(force_cook=True) doesn’t work in manual mode, so here’s a shitty workaround for it 🙂 “` import tempfile def get_sop_node_geometry(node): “”” Force cook a node even in manual mode
Args: node (hou.SopNode): a Sop node to compute
Returns: hou.Geometry: The frozen geometry
“”” rop_geo = hou.node(‘/out’).createNode(‘geometry’) rop_geo.parm(‘soppath’).set(node.path()) tmp_file = tempfile.NamedTemporaryFile(suffix=’.bgeosc’) try: rop_geo.render(output_file=tmp_file.name) except hou.Error: rop_geo.destroy() return hou.Geometry() rop_geo.destroy() geometry = hou.Geometry() geometry.loadFromFile(tmp_file.name) return geometry “`
You could look at the MotionClips? The MotionClip Extract node allows you to create motion trails from a given clip
There’s a couple of gotchas to be aware of when working with the RBD sim, the red-coloured wrangles are where these little bits get taken care of. See if the scene makes sense and/or it’s or any use for what you were thinking of 😅
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20215604/20/21/rbd_test.hip
sorry the hip is a dogs breakfast, a poor attempt at porting that shadertoy code
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20211904/20/21/im_gonna_be_sick.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20211904/20/21/mobius_transform.hip
“`python import fnmatch import hou
def glob_attrs(geo, pattern): all_attrs = list() out_attrs = list() all_attrs.extend(geo.pointAttribs()) all_attrs.extend(geo.primAttribs()) all_attrs.extend(geo.vertexAttribs()) all_attrs.extend(geo.globalAttribs()) matches = [f for f in pattern.split() if not f.startswith(“^”)] excludes = [f.strip(“^”) for f in pattern.split() if f.startswith(“^”)] for attr in all_attrs: for pattern in matches: if fnmatch.fnmatch(attr.name(), pattern): out_attrs.append(attr) for pattern in excludes: if fnmatch.fnmatch(attr.name(), pattern): if attr in out_attrs: out_attrs.remove(attr) out_attrs = list(set(out_attrs)) return out_attrs “`
feed it a Geometry object and a pattern and it’ll return hou.Attribs
no guarantees it isn’t shit but it might help you
@animatrix – it is possible
let me look for it, forgot the name of the file
just change `nodegraphtitle.py` in python2.7libs
That’s a good way to show which shot people are working on 🙂
hello friends 😮 i have done a lil writeup thing on shape blending between objects of two different point counts, check it out: colab.research.google.com/github/jakericedesigns/Smooth-Shape-Blends/blob/main/notebooks/Smooth_Shape_Blends.ipynb
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20213103/11/21/shape_blend.mp4