![]() ![]() For geometry manipulation, however, wrangling and VEX/VOPs is the way forward, and it’s worthwhile to learn the new workflow. HScript will probably always be available for certain jobs where it’s handier than VEX. This simple fact is the reason why VEX will only become more widely used to replace HScript expressions for ad-hoc geometry manipulation. VEX has gained equivalents of most HScript expression functions, and is easier to use for things like array and string processing, with conveniences such as Python-like array/string slicing and Python like dictionaries.Īs users work on ever-larger and more complex geometry, threading and parallel processing become more and more important to get acceptable performance. Passing information down the network on attributes is inherently friendlier to parallel processing than using external references on later nodes to data on earlier nodes.Ĭurrently, VEX operations are supported inside compiled SOP blocks, but HScript expressions using local variables cannot be compiled. In VEX this is much easier: Since technical work in Houdini often revolves around attributes, this can actually make VEX expressions a lot simpler than the equivalent HScript expressions. In HScript expressions, getting the value of an attribute that didn’t already have a local variable mapping set up in the node was a chore (for example, point(opinputpath(".",0), $PT, "my_var", 0)). Working directly on attributes instead of local variables actually has some ease-of-use advantages, since the naming of local variables could be inconsistent with the underlying attribute’s name, and inconsistent from node to node. It runs faster and automatically supports threading and parallel computation. Using VEX and attributes has major performance benefits over HScript expressions and local variables. You will get an amazing series of lectures on programming in Java, which is fairly similar to VEX.For performance reasons, Houdini is moving toward doing ad-hoc geometry modifications with VEX operating on attributes, rather than HScript expressions operating on local variables and external channel references. ![]() Go and check “Coding train”, a YouTube channel by Daniel Shiffman. One last tip for those, who would like to understand programming basics. Right-click a node and select “Allow editing of contents“. ![]() After downloading and installation, it will be probably locked. If you are interested, feel free to download it and explore it further.ĭigital assets are available at. Most probably there are still many issues (not optimized, weird approach etc.… :)). It is a mixture of my own codes and those, I borrowed from various tutorials, mostly by Entagma. I would like to share some Houdini scripts I’ve done during this little workshop. Photoshop can handle this step sufficiently. It was not necessary to incorporate more details by scripting as my primary goal was to create a paint. I was able to work with it later on (for example the space station section image where you can see splitting, inflating or surface blistering). The result has some architectural properties such as volumes and surface diversity. Some of them engage reference points which disturb new or alter existing geometry attributes. What we are looking at, is a mixture of these processes, blending together different approaches. Behind almost everything, there is a process that is composed of simple design steps – from points and lines to surfaces and volumes. I have discovered a lot of design possibilities and gained freedom when it comes to searching for desired shapes. To be honest, at the beginning there wasn’t any clear idea of the final product, however, this little anxiety was slowly vanishing with every small step I made. The goal was to learn as much as possible about Houdini and its procedural workflows (mainly SOPs and VEX). ![]() Two months ago, I started with an intense personal workshop. Even if I spent the last few years in the VFX industry, I’ve somehow managed to recover my passion for design and architecture. ![]()
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