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

Archived post by Juraj

@TOADSTORM hi, I played today with roll correction, you were right, I used up vector to be (0,1,0), but after I got front (original), side (front x up) and then re-computed up, so that it is not always pointing upwards

it was easier, than I thought, but I needed to look at it with fresh eyes

“` string cam_path = chs(“cam_path”); matrix cam_m = optransform(cam_path); matrix3 cam_rot = qconvert( quaternion( (matrix3)cam_m ) ); matrix cam_trans = transpose(cam_rot) * cam_m;
matrix xform = ident();
vector back = normalize( {0,0,1} * cam_rot ); vector side = normalize( cross( {0,1,0}, back ) ); vector up = cross(back, side);
matrix3 fixed_rot = set(side, up, back);
xform *= fixed_rot; xform *= cam_trans;
v@P *= xform; “`