Entries by Ronald Fong

Happy New Year! It’s 2020

Happy New Year all! I’ve set some goals and directions for the studio and we’re going to make it happen. May foresight be 20/20. And I wish to set some directions and goals for this website. Rebrand to ‘Animation Director’ because my experience serves better as an animation director. Write a series of 12 articles […]

Inktober 2019 – Behind-the-scenes

Rendered a bunch of photographic illustrations using Houdini and Redshift for Inktober 2019 using Jake Parker’s official prompt list. I think the spirit of Inktober is meant to revisit a fundamental form of creating illustrations to reignite the passion we artists had when we start out! With that, I purposely designed my “3D-tober” to be […]

Obj Sequence to Maya

A quick and dirty way to load an .obj sequence in Maya and have each geometry’s visibility automatically keyed to show up at the frame they are supposed to show up. Wrote this script as an experiment, but don’t have time to make a UI, so I just commented on the two variables to change […]

Reconnect attributes textures and materials

Quick MEL script to quickly re-connect existing texture connections from one slot to another within multiple materials. To use, alter the script to determine the attributes to connect/disconnect, then select multiples materials and run the script. As defaults, the script is set to get the first input node it can find, its outColor attribute, re-connect […]

Houdini Alembic to Maya with Geometry Separation

One way to export multiple geometries from Houdini to Maya and preserve the geometry separation is to make sure that the primitives have individual @name attributes before using the Merge SOP. Thereafter, ensure that the ROP Alembic Output has ‘Partition Mode’ set to “Use Shape Node Component of Path Attribute Value”, and ‘Partition Attribute’ set […]

Quick colors in Maya Ramp

It’s very time-consuming to manually create many ramp entries in Maya’s ramp node, so I wrote a little script. This simple function can be useful to create a procedural circular brushed metal texture where we want a hundred alternating colors. //Author: Ronald Fong //Date: 03 June 2018 global proc rf_zebraRamp(int $count) { $ramp = `ls […]