Archived post by mestela

so, timeshifts and for loops

kindasorta got a definitive answer

“The For Each Begin SOP does not do an implicit blast on it’s input unlike the Each SOP that was there in previous releases. If you put a Time Shift SOP before the Fetch, it will seem like it is not working as the Fetch isn’t cooking it’s input. It will return the same piece of geometry for all time. To correct this, use a Blast SOP and delete out the piece you want with detail expressions pointing to a Meta Data SOP.” – Jeff Lait

More explicitly, don’t let the begin block split your geo for you. Change it to ‘fetch input’, so it brings in everything on each run of the loop, then manually isolate to the thing you want, by using info from the metadata sop. Now any timeshifts within the loop will behave.

a gif to explain that: www.tokeru.com/cgwiki/images/5/55/Forloop_timeshift_fix.gif

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 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!