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Nuke: Basic pgBokeh with deep
VEX: Matrix
Move to origin // Get center of the oject bounding box (centroid) vector min = {0, 0, 0}; vector max = {0, 0, 0}; getpointbbox(0, min, max); vector centroid = (max + min)/2.0; // Build and apply transformation matrix vector translate = centroid; vector rotate = {0,0,0}; vector scale = {1,1,1}; matrix xform = invert(maketransform(0, … Read More
HScript: Copy Loops
Scripts: Simple fit01(rand(detail(“../foreach_begin1_metadata1”, iteration, 0)),0,2) Automatic number of inputs (fixed) fit01(rand(detail(“../foreach_begin1_metadata1”, iteration, 0)),0,(opninputs(“.”)-1))
VEX: Bend Wrangle
Taken from https://tosinakinwoye.com/2017/01/23/houdini-vex-snippets/ //Input is a line //Resample SOP on line for more points //Activate curveu attrib in resample SOP //Remap curveu to shape of bend @curveu=chramp(“ramp”,@curveu); float bamt = chf(“bend_amt”); //bend amount vector benddir = chv(“bend_dir”); //bend direction @P+= benddir * bamt * @curveu;
Maya: Link Frame
Connect imported vdb sequences to Maya’s frame. Stick this expression in the frame channel ObjName.frame = frame
Maya: “Unknown Nodes or Data”
I’ve just had the misfortune of trying to export a very basic model with Arnold Shaders from Maya as a .ma file. Upon trying this I get the fateful error. A solution I’ve very quickly found is this python script from Fred Lewis (http://www.movingmedia.com/python-scripts-maya/) # Unlock unknown types and delete them import maya.cmds as mc … Read More
Plugin: Find Object’s Groups
Here’s a little plugin for Softimage that will find and select the groups in which the selected objects’ are within. Drop it in your plugins directory and reboot Softimage. It will then be accessible from the Object’s Explorer context menu like this ( I’ve also mapped it to alt-g ):
Welcome to my corner of cyber-space
This little corner of the beloved ether is a place for me to drop some bits and bobs in order to self promote and weblog about my adventures in Computer Graphics.