FINISHED! Yesterday I made my first #Houdini vellum fluid sim. I'm using velocity as a color attribute, and lots of smoothing trickeries for the final mesh. Enjoy!
Maybe it's because I've been using #Maya for almost 20 years and am blind to it's absurdities, but I'm watching a #Houdini tutorial on building USD Components in SOPs and KineFX and it all seems beyond absurd how complex it is to set up a simple robot arm with an IK control.
I'm reminded of a satirical video I saw that was like "How to create a cube in Houdini" and it was 60 seconds of quick cuts of flipping dozens of switches on various dense control panels like in a helicopter cockpit or soviet nuclear power plant.
@flipsideza
Oh yeah I guess it's a bit different in lops. I feel like it would have to be done with python.
You could save your data as a primitive attribute in the wrangle, then read the attribute from a parameter using a python expression like:
hou.node("/stage/attribwrangle1").stage().GetPrimAtPath("/examplePrim").GetAttribute("exampleAttrib").Get()
Or an alternative could be to use a pythonscript node, and set the parameter directly like this:
hou.parm('/stage/camera1/tx').set('1.23')
#OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!
@motionoperators Yeah you're right... so thats exactly what i have been working out this week. We would like to put a suffix on in the DCC, but remove it from the final geo USD so that the materials get applied across all purposes. Basically i remove the suffix from the USD file now.
My mind is exploding... keeping #houdini & #bifrost logic all in order in my head! They both work in such different paradigm's yet at the end of the day we are just manipulating points in 3D Space
Created a new hda today. Lets lookdev target specific selections or faces for material binding. Basically makes the process of creating geomsubsets more artist friendly whilst keeping them usd compliant!
A project that generates real world meshes in Houdini using the Google API. My python library for handling GLTF files is one little piece of it which is amazing.