Skip to content

Instantly share code, notes, and snippets.

Avatar
🐝

Chris Sprance csprance

🐝
View GitHub Profile
@csprance
csprance / select_by_weight.py
Created Oct 24, 2021
A modo script to select verts whose selected weight maps fall within a given range. To use Select a mesh and then select a weight map. Then specify a min and a max value for the range
View select_by_weight.py
import lx
import lxu
import modo
import sys
def get_selected_weight_maps():
"""
Get the selected weight maps from the scene
:return: List of selected weight maps
@csprance
csprance / barycentric_coordinates.c
Created Feb 9, 2021
How to calculate barycentric coordinates in houdini using vex given 3 points making up a triangle and a point p we want to get the coordinates for
View barycentric_coordinates.c
// This is the point we want to find barycentric coordinates of
vector p = point(0, "P", 3);
// These are the vertices of the main triangle we want to find coordinates for
vector v1 = point(0, "P", 0),
v2 = point(0, "P", 1),
v3 = point(0, "P", 2);
// Edge Vectors of the main triangle
vector e1 = v3 - v2,
@csprance
csprance / bezier_from_control_points.py
Last active Mar 26, 2020
Given a set of control points create a bezier curve with n amount of points
View bezier_from_control_points.py
def binomial(i, n):
"""Binomial coefficient"""
return math.factorial(n) / float(
math.factorial(i) * math.factorial(n - i))
def bernstein(t, i, n):
"""Bernstein polynom"""
return binomial(i, n) * (t ** i) * ((1 - t) ** (n - i))
@csprance
csprance / CreateMergeNodeFromSelectedNode.py
Created Mar 4, 2020
Given a selected node create a merge node that references that node under the mouse curor.
View CreateMergeNodeFromSelectedNode.py
(node,) = hou.selectedNodes()
node.setColor(hou.Color(.302, .525, .114))
parent = node.parent()
merge = parent.createNode('object_merge', '%s_MERGE' % node.name().upper())
merge.setPosition(hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor).cursorPosition())
merge.parm('objpath1').set(merge.relativePathTo(node))
merge.setColor(hou.Color(.475,.812,.204))
@csprance
csprance / set_multi_parm_defaults.py
Created Dec 19, 2019
Houdini - How to set multiparm defaults.
View set_multi_parm_defaults.py
lod_presets = [100, 50, 25, 12, 6]
def set_hda_defaults(hda):
hda.parm("lod_levels").set(5)
# if we have a classname detail attrib use that
class_name = hda.geometry(0).findGlobalAttrib("classname")
if class_name:
hda.parm("sopoutput").set("$HIP/`chs('./base_name')`.fbx")
hda.parm("base_name").set(class_name.strings()[0])
@csprance
csprance / MF_Line
Last active Sep 25, 2019
Make Line material Function
View MF_Line
Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_0"
Begin Object Class=/Script/Engine.MaterialExpressionFunctionOutput Name="MaterialExpressionFunctionOutput_0"
End Object
Begin Object Name="MaterialExpressionFunctionOutput_0"
A=(Expression=MaterialExpressionMultiply'"MaterialGraphNode_21.MaterialExpressionMultiply_2"')
bLastPreviewed=True
Id=5339DC564EC32B27BB306AB9FBBFEDDA
MaterialExpressionEditorX=240
MaterialExpressionEditorY=224
MaterialExpressionGuid=AE145484490C27D4D65D5C8676E814EA
@csprance
csprance / mapUtils.js
Created May 22, 2019
More Map Data Functions in FlowType Javascript
View mapUtils.js
// @flow
/**
* Name: mapUtils
* Created by chris on 4/22/2017.
* Description:
*/
import React from 'react';
import ReactDOMServer from 'react-dom/server';
import PlaceIcon from 'material-ui/svg-icons/maps/place';
import _ from 'lodash';
@csprance
csprance / Gdal2Tiles.md
Last active May 9, 2019
GDAL2Tiles Instructions
View Gdal2Tiles.md
@csprance
csprance / Snippets.md
Last active Jun 20, 2019
VEX Snippets for Houdini
View Snippets.md
// Detail Wrangle
vector bbsize = getbbox_size(0);
v@size = bbsize; // For reference

s@x = sprintf('%.3f', bbsize.x);
s@y = sprintf('%.3f', bbsize.y);
s@z = sprintf('%.3f', bbsize.z);
@csprance
csprance / CSprance_Resume.md
Last active Oct 24, 2021
Chris Sprance - Technical Artist - Resume
View CSprance_Resume.md

Chris Sprance

Technical Artist/Web Developer/SysAdmin

My name is Chris Sprance. I am an artist, programmer, maker, and man of many hats. Proficient in the next-gen game art workflow with a deep understanding of the technical and procedural content pipeline including the constraints that revolve around games and real-time content. With over 10+ years of experience working in the AAA and indie games industry I've been a part of a lot of problem solving and enjoyed every second of it!

Work