To better understand it, we go over some Object Oriented Programming fundamentals and then explore how we can access objects from the hou module and how they relate to each other. We switch from VEX to Python and have a look at Houdini's Python API: the Houdini Object Model. Finally, we go over some useful VEX examples for Bullet, such as using deforming geometry and manually manipulating pieces. In this lesson we cover some more advanced VEX by looking at how to extract two non-collinear vectors out of any geometry using a for loop to create a transform matrix which we can re-apply to an animated object after fracturing it. In the end, we have a short introduction to VExpressions in POP nodes and what are their differences. All these concepts will be applied in a simple dissolve effect, where we learn how to use the xyzdist and primuv functions as well as doing point cloud lookups in VEX. Having learned the fundamentals in the previous class, we go over slightly more advanced concepts such as conditionals, functions, interface controls, local variables and reference variables. Finally, we learn the difference between VExpressions and VEX code and how our Wrangles end up being converted. We also cover the difference between VEX and Python when it comes to manipulating geometry and how its multithreaded design makes it so fast. In this class we go over the very basics of VEX by taking a look at its syntax as well as the concept of defining and declaring attributes, data types, and how to define vectors and access their components. Aside from Houdini, he is also programs in Python and enjoys creating tools to speed up workflows. He worked for several years in the education field teaching Houdini and currently works in Method Studios Vancouver as an FX TD. Jeronimo Maggi started his career as a 3D generalist and has been working with Houdini as an FX Artist for the last 4 years. In the final exercise, we will create a shelf tool that will gather every Geometry ROP in the scene, create Fetch ROP for each one of them, and finally merge them together to have a convenient way to cache all the geometry. In this part, we will go over manipulating nodes, parameters and geometry using Python, as well as reading a big data set in Houdini to create a render of a country's city lights seen during the night from space. Later on, we will take a look at some more advanced examples like point cloud lookups and matrix transformations for dealing with deforming characters and finally creating a dissolve effect purely using VEX.īasic knowledge of Python and understanding of object-oriented programming is recommended as the whole Python component is completely concentrated on how Python works in Houdini and understanding the Houdini Object Model. VEX is an essential tool for any technical director, so we will cover all the basics starting from its syntax, the difference between VEX and VEXpressions and how it can be used in SOPs and DOPs to optimize your systems. We will look at the strengths and weaknesses and when you should favour one or the other. This function returns 1 if the subject matches the pattern specified, or 0 if the subject doesn’t match.This course covers the basics of VEX, Houdini's expression language, as well as how to use Houdini's Python API. Smooth the given "amout", and clamp it between given two values. Returns value of rotation scale or translate from a matrixĬheck if the primitive has this attribute - hasprimattrib(opfullpath("./PATH"),"attribute")ĬHECK IF INPUT 0 IS CONNECTED TO NOTHING - !strcmp(opinputpath(".", 0), "") - \įormats a string like printf but returns the result as a string instead of printing it.ĭont know why its itoa but i remember this like "Integer to alphabets" Little, useful and 'often used to forgot' fucntions,
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