2014. 2. 11. 18:33

* lerp


Performs bilinear interpolation between the values.

  1. float lerp(float value1, float value2, float amount)

  2. vector lerp(vector value1, vector value2, float amount)

  3. vector4 lerp(vector4 value1, vector4 value2, float amount)

Performs bilinear interpolation between the values. If the amount is outside the range 0 to 1, the values will be extrapolated linearly.





* point


Imports a point attribute value from a geometry.

Overview

  1. type point(string geometry, string attribute_name, int pointnumber)

  2. type point(int opinput, string attribute_name, int pointnumber)

Returns 0 if importing the attribute failed, the value of the attribute on success.

geometry

The name of the geometry file to reference. Inside Houdini, this may be op:full_path_to_sop to reference a SOP.

attribute_name

The name of the attribute (i.e. Cd or P).

number

The point number.

Examples

vector        pos;
// Get the position of point 3 in "defgeo.bgeo"
pos = point("defgeo.bgeo", "P", 3);




* addvariablename


Adds the mapping of the attribute aname to the local variable vname.

  1. void addvariablename(string aname, string vname)

Adds the mapping of the attribute aname to the local variable vname. In SOPs that support this, such as the Point SOP, one will then have the local variable $vname referencing the attribute aname. This emulates the behavior of the AttribCreate SOP.


ex) addvariablename("rot", "ROT");





* concat


Concatenate all the strings specified to form a single string.

  1. string concat(string s1, string s2)

Concatenate all the strings specified to form a single string. This is equivalent (but slightly more efficient when there are more than 2 strings) to adding all the strings together.


ex) s@name = concat(chs("prefix"), "_", itoa(@primnum));




* itoa


Converts an integer to a string.

  1. string itoa(int number)

Converts an integer to a string.


ex) itoa(@primnum)





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See VEX contexts to learn about the different contexts (such as surface shaders or displacement shaders) in which the various functions and statements are available.

Functions



DuTakes the derivative of the given value with respect to U.

DvTakes the derivative of the given value with respect to V.

DwTakes the derivative of the given value with respect to the 3rd axis, for volume rendering.

absReturns the absolute value of the argument.

acosReturns the arc-cosine of the argument.

addattributeAdds or changes a point attribute.

addgroupAdds the particle specified by point_number to the group specified.

addpointAdds a point to the geometry.

addprimAdds a primitive to the geometry.

addvariablenameAdds the mapping of the attribute aname to the local variable vname.

addvertexAdds a vertex to the geometry.

albedoReturns the albedo (percentage of reflected light) for a bsdf given the outgoing light direction.

alphanameReturns the default name of the alpha plane (as it appears in the compositor preferences).

ambientReturns the color of ambient light in the scene.

anoiseThese functions are similar to the Worley noise functions listed above.

areaReturns the area of the micropolygon containing a variable such as P.

arrayEfficiently creates an array from its arguments.

arraylengthReturns the length of an array.

ashikhmin

asinReturns the arc-sine of the argument.

assignAn efficient way of extracting the components of a vector, vector4, matrix3 or matrix to float variables.

atanReturns the arc-tangent of the argument.

atan2Returns the arc-tangent of y/x.

atofConverts a string to a float.

atoiConverts a string to an integer.

attenComputes attenuated falloff.

attribsizeReturns the size of a geometry attribute.

attribtypeReturns the type of a geometry attribute.

avgReturns the average of the vector’s 3 components

binputReturns bilinear sampled input.

blinnReturns the illumination for specular highlights using different lighting models.

blinnBRDF

bumpmapBump maps will return the color gradient of the image in the du/dv parameters.

bumpmapA

bumpmapB

bumpmapG

bumpmapL

bumpmapR

bumpnameReturns the default name of the bump plane (as it appears in the compositor preferences).

ceilReturns the smallest integer greater than or equal to the argument.

chEvaluates a channel (or parameter) and return its value.

ch3Evaluates a channel (or parameter) and return its value.

ch4Evaluates a channel (or parameter) and return its value.

chendReturns the end sample of the input specified.

chendfReturns the frame corresponding to the last sample of the input specified.

chendtReturns the time corresponding to the last sample of the input specified.

chfEvaluates a channel (or parameter) and return its value.

chiEvaluates a channel (or parameter) and return its value.

chinputReturns the value of a channel at the specified sample in an input.

chnameReturns the channel name of the indexed plane.

chnumchanReturns the number of channels in the input specified.

chpEvaluates a channel (or parameter) and return its value.

chrampEvaluates a ramp parameter and return its value.

chrateReturns the sample rate of the input specified.

chsEvaluates a channel (or parameter) and return its value.

chstartReturns the start sample of the input specified.

chstartfReturns the frame corresponding to the first sample of the input specified.

chstarttReturns the time corresponding to the first sample of the input specified.

chvEvaluates a channel (or parameter) and return its value.

cinputReturns point sampled input.

cksplineComputes a Catmull-Rom (Cardinal) spline between the key points specified.

clampReturns value clamped between min and max.

clipClip the line segment between p0 and p1.

colormapLooks up a color from a disk image.

colornameReturns the default name of the color plane (as it appears in the compositor preferences).

computenormalIn the POP and SOP contexts, sets how/whether to recompute normals. In the shading contexts, computes normals.

concatConcatenate all the strings specified to form a single string.

cone

cosReturns the cosine of the argument.

coshReturns the hyperbolic cosine of the argument.

cracktransformDepending on the value of c, returns the translate (c=0), rotate (c=1), or scale (c=2) component of the transform (xform).

crossReturns the cross product between the two vectors.

csplineComputes a Catmull-Rom (Cardinal) spline between the key points specified.

ctransformTransforms between color spaces.

cvex_bsdf

degreesReturns the argument from radians into degrees.

depthmapThe depthmap functions work on an image which was rendered as a z-depth image from mantra.

depthnameReturns the default name of the depth plane (as it appears in the compositor preferences).

detailImports a detail attribute value from a geometry.

detailattribsizeReturns the size of a geometry detail attribute.

detailattribtypeReturns the type of a geometry detail attribute.

determinantComputes the determinant of the matrix.

diffuseReturns the diffuse (Lambertian) illumination given the normalized surface normal.

diffuseBRDF

dihedralComputes the rotation matrix which rotates the vector a onto the vector b.

dimportImports a variable from the displacement shader for the surface.

distanceReturns the distance between the two 3 or 4 dimensional point arguments.

distance2Returns the squared distance between the two 3 or 4 dimensional point arguments.

dotReturns the dot product between the arguments.

dsmpixelReads the z-records stored in a pixel of a deep shadow map or deep camera map.

emission_bsdfReturns the emissive component of a bsdf.

environmentReturns the color of the environment texture.

erfGauss error function.

erfcGauss error function’s complement.

eval_bsdfEvaluates a bsdf given two vectors.

expReturns the exponential function of the argument.

fastshadowSends a ray from the position P along the direction specified by the direction D.

filtershadowSends a ray from the position P along direction D.

filterstepReturns the anti-aliased weight of the step function.

findattribvalReturns element index where an integer or string attribute has a certain value.

findattribvalcountReturns number of elements where an integer or string attribute has a certain value.

finputReturns fully filtered pixel input.

fitTakes the value in the range (omin, omax) and shifts it to the corresponding value in the new range (nmin, nmax).

fit01Takes the value in the range (0, 1) and shifts it to the corresponding value in the new range (nmin, nmax).

fit10Takes the value in the range (1, 0) and shifts it to the corresponding value in the new range (nmin, nmax).

fit11Takes the value in the range (-1, 1) and shifts it to the corresponding value in the new range (nmin, nmax).

floorReturns the largest integer less than or equal to the argument.

flownoiseGenerates 1D and 3D Perlin Flow Noise from 3D and 4D data.

flowpnoiseThere are two forms of Perlin-style noise: a non-periodic noise which changes randomly throughout N-dimensional space, and a periodic form which repeats over a given range of space.

foreach

forpoints

fracReturns the fractional component of the floating point number.

fresnelComputes the fresnel reflection/refraction contributions given an incoming vector, surface normal (both normalized), and an index of refraction (eta).

fromNDCTransforms a position from normal device coordinates to the coordinates in the appropriate space.

frontfaceIf dot(I, Nref) is less than zero, N will be negated.

gatherSends rays into the scene and returns information from the shaders of surfaces hit by the rays.

geoselfReturns a handle to the current geometry.

getattributeCopies the value of a geometry attribute into a variable.

getbboxSets two vectors to the minimum and maximum corners of the bounding box for the entire geometry.

getblurPReturns the blurred point position (P) vector at a fractional time within the motion blur exposure.

getbounces

getboundsReturns the bounding box of the geometry specified by the filename.

getcompExtracts a single component of a vector type, matrix type, or array.

getfognameReturns the name of the current object whose shader is being run.

getglobalraylevelReturns the depth of the ray tree for computing global illumination.

getlightnameReturns the name of the current light when called from within an illuminance loop, or converts an integer light ID into the light’s name.

getlightsReturns an array of light identifiers for the currently shaded surface.

getobjectnameReturns the name of the current object whose shader is being run.

getphotonlightReturns the integer ID of the light being used for photon shading.

getraylevelReturns the depth of the ray tree for the current shading.

getrayweightReturns an approximation to the contribution of the ray to the final pixel color.

gradientReturns the gradient of a field.

gradient3dReturns the gradient of a single channel texture image at the position specified by P.

hasdetailattribReturns if a geometry detail attribute exists.

hasplaneReturns 1 if the plane specified by the parameter exists in this COP.

haspointattribReturns if a geometry point attribute exists.

hasprimattribReturns if a geometry prim attribute exists.

hasvertexattribReturns if a geometry vertex attribute exists.

henyeygreensteinReturns an anisotropic volumetric bsdf, which can scatter light forward or backward.

hscript_noiseMimics the Houdini expression functions noise(), snoise(), turb(), and sturb().

hscript_randProduces the exact same results as the Houdini expression function of the same name.

hscript_snoise

hscript_sturb

hscript_turb

hsvtorgbConvert HSV color space into RGB color space.

iaspectReturns the aspect ratio of the specified input.

ichnameReturns the channel name of the indexed plane of the given input (e.

identComputes identity matrices.

iendReturns the last frame of the specified input.

iendtimeReturns the end time of the specified input.

ihasplaneReturns 1 if the specified input has a plane named planename.

illuminanceLoops through all light sources in the scene, calling the light shader for each light source to set the Cl and L global variables.

importImports attribute data from the SOP or POP connected to the specified input.

importance_lightReturns an estimate of a light’s contribution to the overall scene lighting.

ingroupReturns 1 if the particle specified by the point number is in the group specified by the string.

inpointgroupReturns 1 if the point specified by the point number is in the group specified by the string.

inprimgroupReturns 1 if the primitive specified by the primitive number is in the group specified by the string.

instanceCreates an instance transform matrix.

integrate3dThis function will “integrate” the 3d image along the line specified by p0 and p1.

integrate3dClipThe integrate3dClip function integrates along the ray described by p0 and p1 where “interesting” things start happening in a given I3D texture.

interpolateInterpolates a value across the currently shaded micropolygon.

intersectThis function computes the intersection of the specified ray with the geometry.

intersect3dThis function intersects a ray (with it’s origin at p0 and extending to p1), against a 3d texture image.

intersect_lightsFinds the nearest intersection of a ray with any of a list of (area) lights and runs the light shader at the intersection point.

inumplanesReturns the number of planes in the given input.

invertInverts the matrix.

iplaneindexReturns the index of the plane named 'planename' in the specified input.

iplanenameReturns the name of the plane specified by the planeindex of the given input (e.

iplanesizeReturns the number of components in the plane named planename in the specified input.

irateReturns the frame rate of the specified input.

irradianceComputes irradiance (global illumination) at the point P with the normal N.

isboundParameters in VEX can be overridden by geometry attributes (if the attributes exist on the surface being rendered).

isconnectedReturns 1 if input_number is connected, or 0 if the input is not connected.

isfograyReturns 1 if the shader is being called to evaluate illumination for fog objects, or 0 if the light or shadow shader is being called to evaluate surface illumination.

isframesReturns 1 if the Vex CHOP’s Unit Menu is currently set to 'frames', 0 otherwise.

isotropicReturns an isotropic bsdf, which scatters light equally in all directions.

israytracingIndicates whether a shader is being executed for ray tracing.

issamplesReturns 1 if the Vex CHOP’s Unit Menu is currently set to 'samples', 0 otherwise.

issecondsReturns 1 if the Vex CHOP’s Unit Menu is currently set to 'seconds', 0 otherwise.

isshadowrayReturns 1 if the shader is being called to evaluate opacity for shadow rays, or 0 if the shader is being called to evaluate for surface color.

istartReturns the starting frame of the specified input.

istarttimeReturns the start time of the specified input.

isvaryingCheck whether a VEX variable is varying or uniform.

itoaConverts an integer to a string.

ixresReturns the X resolution of the specified input.

iyresReturns the Y resolution of the specified input.

ksplineReturns an interpolated value along a spline curve.

lengthReturns the length of the vector or vector4.

length2Returns the squared distance of the vector or vector4.

lerpPerforms bilinear interpolation between the values.

limportImports a variable from the light shader for the surface.

lksplineComputes a linear spline between the key points.

logReturns the natural logarithm of the argument.

log10Returns the logarithm (base 10) of the argument.

lookatComputes a rotation matrix to orient the z-axis along the vector (to-from) under the transformation.

lsplineComputes a linear spline between the key points.

luminanceCompute the luminance of the RGB color specified by the parameters.

lumnameReturns the default name of the luminence plane (as it appears in the compositor preferences).

maketransformBuilds a 3×3 or 4×4 transform matrix.

masknameReturns the default name of the mask plane (as it appears in the compositor preferences).

matchThis function returns 1 if the subject matches the pattern specified, or 0 if the subject doesn’t match.

matchvex_blinn

matchvex_specular

mattribReturns the value of the point attribute for the metaballs if metaball geometry is specified to i3dgen.

max

mdensityReturns the density of the metaball field if metaball geometry is specified to i3dgen.

metaimportOnce you get a handle to a metaball using metastart and metanext, you can query attributes of the metaball with metaimport.

metamarchTakes the ray defined by p0 and p1 and partitions it into zero or more sub-intervals where each interval intersects a cluster of metaballs from filename.

metanext

metastartOpen a geometry file and return a “handle” for the metaballs of interest, at the position p.

metaweightReturns the metaweight of the geometry at position p.

min

minposFinds the closest position on the surface of a geometry.

mspaceTransforms the position specified into the “local” space of the metaball.

nbouncetypes

nearpointFinds the closest point of a geometry.

neighbourReturns the point index of the neighbour of the point.

neighbourcountReturns the number of points that are connected to the specified point.

neighboursReturns an array of the point numbers of the neighbours of a point.

newgroupCreates a new group in which to put particles.

newsampler

nextsample

ninputReads a pixel and its eight neighbors into a 3×3 matrix.

noiseThere are two forms of Perlin-style noise: a non-periodic noise which changes randomly throughout N-dimensional space, and a periodic form which repeats over a given range of space.

normal_bsdfReturns the normal for the diffuse component of a bsdf.

normalizeReturns the normalized vector.

normalnameReturns the default name of the normal plane (as it appears in the compositor preferences).

npoints

npointsgroup

nprimitivesReturns the number of primitives in the geometry file.

nprimitivesgroup

nrandomThe nrandom() functions are non-deterministic random number generators for VEX.

ntransformSee ptransform.

nuniquevalReturns the number of unique values from an integer or string attribute.

occlusionComputes ambient occlusion.

onoiseThese functions are similar to wnoise and vnoise.

optransformReturns the transform associated with an OP.

ow_nspaceTransforms a normal vector from Object to World space.

ow_spaceTransforms a position value from Object to World space.

ow_vspaceTransforms a direction vector from Object to World space.

pathtrace

pccloseThis function closes the handle associated with a pcopen function.

pcconvex

pcexportWrites data to a point cloud inside a pciterate or a pcunshaded loop.

pcfarthestReturns the distance to the farthest point found in the search performed by pcopen.

pcfilterFilters the points found by pcopen using a simple reconstruction filter.

pcgenerateGenerates a point cloud.

pcimportImports channel data from a point cloud inside a pciterate or a pcunshaded loop.

pciterateThis function can be used to iterate over all the points which were found in the pcopen query.

pcnumfoundThis node returns the number of points found by pcopen.

pcopenReturns a handle to a point cloud file.

pcopenlodReturns a handle to a point cloud file.

pcsampleleafChanges the current iteration point to a leaf descendant of the current aggregate point.

pcunshadedIterate over all of the points of a read-write channel which haven’t had any data written to the channel yet.

pcwriteWrites data to a point cloud file.

phongReturns the illumination for specular highlights using different lighting models.

phongBRDF

phonglobe

photonmapThe photonmap function will evaluate a photon map and return the resulting color information.

planeindexReturns the index of the plane specified by the parameter, starting at zero.

planenameReturns the name of the plane specified by the index (e.

planesizeReturns the number of components in the plane (1 for scalar planes and up to 4 for vector planes).

pluralizeConverts an English noun to its plural.

pnoiseThere are two forms of Perlin-style noise: a non-periodic noise which changes randomly throughout N-dimensional space, and a periodic form which repeats over a given range of space.

pointImports a point attribute value from a geometry.

pointattribsizeReturns the size of a geometry point attribute.

pointattribtypeReturns the type of a geometry point attribute.

pointnameReturns the default name of the point plane (as it appears in the compositor preferences).

pointvertexReturns a linear vertex number of a point in a geometry.

popRemoves the last element of an array and returns it.

powRaises the first argument to the power of the second argument.

primImports a primitive attribute value from a geometry.

prim_attributeCopies the value of a primitive attribute at a certain parametric (u, v) position into a variable.

prim_normalReturns the normal of the primitive (prim_number) at parametric location u, v.

primattribsizeReturns the size of a geometry prim attribute.

primattribtypeReturns the type of a geometry prim attribute.

primintrinsicImports a primitive intrinsic from a geometry.

primuvEvaluates an attribute on a primitive at a certain parametric (u, v) position into a variable.

primvertexcountReturns number of vertices in a primitive in a geometry.

printfPrints values to the console which started the VEX program.

ptlinedThis function returns the closest distance between the point Q and a finite line segment between points P0 and P1.

ptransformTransforms a vector from one space to another.

pushAdds an item to an array.

qconvertConverts a quaternion represented by a vector4 to a matrix3 representation.

qdistanceFinds distance between two quaternions.

qinvertInverts a quaternion rotation.

qmultiplyMultiplies two quaternions and returns the result.

qrotateRotates a vector by a quaternion.

quaternionCreates a vector4 representing a quaternion.

radiansConverts the argument from degrees into radians.

randCreates a random number between 0 and 1 from a seed.

randomGenerate a random number based on the position in N dimensional space (where N is 1 to 4 dimensions).

random_sobolGenerate a uniformly distributed random number.

rawbumpmap

rawbumpmapA

rawbumpmapB

rawbumpmapG

rawbumpmapL

rawbumpmapR

rawcolormap

rayhittestSends a ray from the position P along the direction D.

rayimportImports a value sent by a shader in a gather loop.

reflectReturns the vector representing the reflection of the direction against the normal.

reflectlightComputes the amount of reflected light which hits the surface.

refractReturns the refraction ray given an incoming direction, the normalized normal and an index of refraction.

refractlightComputes the illumination of surfaces refracted by the current surface.

relbboxReturns the relative position of the point given with respect to the bounding box of the entire geometry.

removegroupRemoves the particle specified by point_number from the group specified.

removepointRemoves a point from the geometry.

removeprimRemoves a primitive from the geometry.

renderstateQueries the renderer for a named property.

resizeSets the length of an array.

resolvemissedrayReturns the background color for rays that exit the scene.

rgbtohsvConvert RGB color space to HSV color space.

rintRounds the number to the closest integer.

rotateApplies a rotation to the given matrix.

sample_bsdfSamples a bsdf.

sample_geometrySamples geometry in the scene and returns information from the shaders of surfaces that were sampled.

sample_lightSamples a 3D position on a light source and runs the light shader at that point.

scaleScales the given matrix in three directions simultaneously (X, Y, Z - given by the components of the scale_vector).

serializeFlattens an array of vector or matrix types into an array of floats.

setThese two functions provide a very efficient way of creating a vector/vector4.

setattribSets an attribute in a geometry.

setcompSets a single component of a vector type, matrix type, or array.

setcurrentlightSets the current light

setdetailattribSets a detail attribute in a geometry.

setpointattribSets a point attribute in a geometry.

setpointgroupSets point group membership in a geometry.

setprimattribSets a primitive attribute in a geometry.

setprimgroupSets primitive group membership in a geometry.

setprimintrinsicSets a primitive intrinsic value in a geometry.

setprimvertexRewires a vertex in the geometry.

setvertexattribSets a vertex attribute in a geometry.

shadowCalls shadow shaders for the current light source.

shadow_lightExecutes the shadow shader for a given light and returns the amount of shadowing as a multiplier of the shaded color.

shadowmapThe shadowmap function will treat the shadow map as if the image were rendered from a light source.

shimportImports a variable from the shadow shader for the surface.

shlBit-shifts an integer left.

shrBit-shifts an integer right.

simportImports a variable sent by a surface shader in an illuminance loop.

sinReturns the sine of the argument.

sinhReturns the hyperbolic sine of the argument.

sleepYields processing for a certain number of milliseconds.

slerpQuaternion blend between q1 and q2 based on the bias.

smoothComputes a number between zero and one.

snoiseThese functions are similar to wnoise.

specularReturns the illumination for specular highlights using different lighting models.

specularBRDFReturns the computed BRDFs for the different lighting models used in VEX shading.

splineReturns an interpolated value along a polyline or spline curve.

splitSplits a string into tokens.

sprintfFormats a string like printf but returns the result as a string instead of printing it.

sqrtReturns the square root of the argument.

storelightexportStores exported data for a light.

strlenReturns the length of the string.

swizzleRearranges components of a vector.

tanReturns the trigonometric tangent of the argument

tanhReturns the hyperbolic tangent of the argument

tet_adjacentReturns primitive number of an adjacent tetrahedron.

tet_faceindexReturns vertex indices of each face of a tetrahedron.

teximportImports attributes from texture files.

textureComputes a filtered sample of the texture map specified.

texture3dReturns the value of the 3d image at the position specified by P.

texture3dBoxThis function queries the 3D texture map specified and returns the bounding box information of the file.

toNDCTransforms a position into normal device coordinates.

traceSends a ray from P along the normalized vector D.

translateTranslates the given matrix.

transposeTransposes the given matrix.

truncIf the argument is negative, this returns ceil(x), otherwise it returns floor(x).

tw_nspaceTransforms a normal vector from Texture to World space.

tw_spaceTransforms a position value from Texture to World space.

tw_vspaceTransforms a direction vector from Texture to World space.

uniquevalReturns a unique value from an integer or string attribute.

unserializeTurns a flat array of floats into an array of vectors or matrices.

variadicarguments

velocitynameReturns the default name of the velocity plane (as it appears in the compositor preferences).

vertexImports a vertex attribute value from a geometry.

vertexattribsizeReturns the size of a geometry vertex attribute.

vertexattribtypeReturns the type of a geometry vertex attribute.

vertexindexConvertex a primitive/vertex pair into a linear vertex.

vertexnextReturns the linear vertex number of next shared vertex in a geometry.

vertexpointReturns the point number of linear vertex in a geometry.

vertexprevReturns the linear vertex number of previous shared vertex in a geometry.

vertexprimReturns the primitive number of a linear vertex in a geometry.

vertexprimindexConverts a linear vertex number into a vertex number within that primitive.

vnoiseVoronoi noise gives almost identical results to the Worley noise functions.

volumeReturns the volume of the microvoxel containing a variable such as P.

volumegradientCalculates the volume primitive’s gradient.

volumeindexGets the value of a specific voxel.

volumeindextoposConverts a volume voxel index into a position.

volumeindexvGets the vector value of a specific voxel.

volumepostoindexConverts a position into a volume voxel index.

volumeresGets the resolution of a volume primitive.

volumesampleSamples the volume primitive’s value.

volumesamplevSamples the volume primitive’s vector value.

vtransformSee ptransform.

wireblinn

wirediffuse

wnoiseWorley noise scatters points randomly through space (according to a nice Poisson distribution).

wo_nspaceTransforms a normal vector from World to Object space.

wo_spaceTransforms a position value from World to Object space.

wo_vspaceTransforms a direction vector from World to Object space.

wt_nspaceTransforms a normal vector from World to Texture space.

wt_spaceTransforms a position value from World to Texture space.

wt_vspaceTransforms a direction vector from World to Texture space.

xyzdistFinds the distance of a point to a geometry.


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