Thanks for this Arvid, very cool. If anybody has a problem with crazy underscores showing up in their outliner's prim path, like at 5:48 with a warning on the node saying "Fixed Invalid USD Path" The way to fix it is to place the second expression 'Tick' after appending the focal geo string - or to not have it at all, but might as well close what we open : ) . Once this is done, you can see at 5:50 that the outliner prim path is clean and the warning on the node is gone. Drove me crazy for a handful of minutes ; )
@arvidursАй бұрын
Oh thanks for that. Is there something I should change in the scene files?
@stephanebourezАй бұрын
@@arvidurs Pleasure. I don't have the actual scene file, but from the recording I'd say It's all good - I think Houdini is tolerant with not having the "closing" tick in the expression. So it works fine. Thanks for the cool videos man. 👍
@arvidurs3 ай бұрын
Hope you're enjoying the Houdini content. More to come soon. Shading, Lighting, Multishot..and more
@Jurgen_16572 ай бұрын
Thanks for making this tut, very useful! You can save it as a decorative recipe for the camera. Actually this kind of setups are perfect for 'decoration presets'. Thanks again Arvid!
@unexpected_magic24 күн бұрын
Thank you very much Arvid. This was really helpful. You could make your wrangle an asset, promote focus position and primitive path as channels and create a tranlslate handle. This way you only have one node and no objects that would contribute to the render process. Cheers, Ray
@philippwelsing91083 ай бұрын
Thanks so much, Arvid! Incredibly useful. Please please more of this! 😍 Solaris/Karma is so good and so much fun once you get behind it.
@arvidurs3 ай бұрын
awesome! I wasn't sure if this was a good video, but glad you enjoy!
@tioem33993 ай бұрын
A video packed with a lot of tips and tricks as well! Thank you :)
@henrythejeditube3 ай бұрын
Thank you so so very much sir
@diegox77673 ай бұрын
Very useful!
@PixelNinjaDesign17 күн бұрын
Thanks for sharing. I hope you don't mind but I just wanted to point out a couple of issues with your approach. Firstly you're getting the local transforms, so this will only work when the camera and focus object share the same parent transform. So the world transforms would be preferable. Secondly, the point to point distance you're using here isn't quite correct. For focal distance you want the distance from the camera plane to the plane that the focus point lies on. Meaning you need to tranform the focus point into the cameras local space before getting the z distance. Here's an example: string cam_path = chs('camera_primitive'); string focus_path = chs('focus_primitive'); int focus_source = chi('focus_source'); matrix cameraTransform = usd_worldtransform(0, cam_path); matrix focusTransform = usd_worldtransform(focus_source, focus_path); vector focus_p = cracktransform(0,0,0,{0,0,0},focusTransform); focus_p *= invert(cameraTransform); usd_setattrib(0,cam_path, "focusDistance", max(-focus_p.z, 0));
@乐尚荣3 ай бұрын
他困扰了我好久了,非常感谢您视频的帮助!
@arvidurs3 ай бұрын
Thank you!
@nononsense26883 ай бұрын
Do you know if houdini versions will carry over my recipes when a new Houdini version comes out?
@arvidurs3 ай бұрын
yeah it should. if you store them under documents houdiniversion, you'd need to copy them over though.
@nononsense26883 ай бұрын
@@arvidurs ty!
@angosalvo57343 ай бұрын
Thanks, but missing maya content. A lot of new features in newer version nobody talks about.
@arvidurs3 ай бұрын
Yeah - Autodesk is not supporting influencers anymore by providing licenses. So I jumped ship working with other DCCs now who are more supportive :)
@angosalvo57343 ай бұрын
@@arvidurs that explains a lot of what's going on. Thanks.