For a school assignment I needed to create a program that allowed the user to create geometric solids using inheritance and Polymorphism. I finished the program rather quickly and thought it would be fun to visualize the objects in something rather then text output to tell me they exist. To … Continue reading
Just wrote my first python tool for Houdini. Dropping it here to save for later. It is for assigning a material to all objects in a sub-net In my case I needed to assign the same material to all geometry in an Alembic. def assignMat(node): for child in node.allSubChildren(): matAssign = child.parm(‘shop_materialpath’) if matAssign: print “Parm found on … Continue reading
New Reel! Check out the breakdown here.
So while working on a particle system stored in RIB archives I wished I had a way to quickly pull information out and check it. For my VSFX755: Procedural shader and 3d programming class I made a simple application to display information within the RIB file. I hope to extend … Continue reading
Will Cavanagh, Harsh Agrawal, and I have been trying to nail down a method to write out a particle system to RIB archives to render in render-man through Maya. The advantage of doing this is that we will be able to render out particles with the rest of the scene … Continue reading
I have been playing with Ri commands in mel to insert commands at render-time. I created a sphere in Maya and at every vertex I created a smaller sphere and offset it along the average normals of the vertex. Renderman makes it easy to create this functionality and interface. To do this at render time … Continue reading