ahh got it.
thx for the info.
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Technical Discussion » Black in viewport is blue
- -heavy-
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Technical Discussion » Black in viewport is blue
- -heavy-
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Hello Fellows, I have a strange problem, since upgrading to 17..
as you can see black seems to be slightly blue in the viewport and i dont know what causes this.
I hope this is not a new H17 feature, so where do i find some Kind of a make normal button?
Cheerz
deHeavy
as you can see black seems to be slightly blue in the viewport and i dont know what causes this.
I hope this is not a new H17 feature, so where do i find some Kind of a make normal button?
Cheerz
deHeavy
Edited by -heavy- - Jan. 3, 2019 09:10:52
Technical Discussion » simple for loop grouping question
- -heavy-
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i got stuck on my for loop cause i am not sure how to use the modulo..
i have 12 connected primitives with a class attribute and i want to have 6 groups with it
but only with the first and second and the third and fourth and so on.
so i did the following
but that does not work,
do i need a second for loop in the first or modulo with 2 to get 01 23 45 67 89 etc..
?
cheerz the Heavy
i have 12 connected primitives with a class attribute and i want to have 6 groups with it
but only with the first and second and the third and fourth and so on.
so i did the following
int count = int(1+(@class/2) ); for(int i = 0; i < count; i++) { string groupname = sprintf("layer%i",i); setprimgroup(0,groupname, @primnum, 1, "set"); setprimgroup(0,groupname, @primnum+count, 1, "add"); }
do i need a second for loop in the first or modulo with 2 to get 01 23 45 67 89 etc..
?
cheerz the Heavy
Technical Discussion » Cone Twist aXis
- -heavy-
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Can somebody tell me what I need to do, to orient the axis of the cone twist constraint to the right axis of my pieces nor where i can find some more information?
at the moment it seems the axis is only going in X axis - i think i missed a step in my SOP Level…
thanx
deHeavy
at the moment it seems the axis is only going in X axis - i think i missed a step in my SOP Level…
thanx
deHeavy
Technical Discussion » Glue Network settings /Propagation and Half-Life
- -heavy-
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Can somebody give me some insides to that Propagation-Rate and Half Life Settings?
I understand that those values are helping to travel the impact data through the Glue Network, but I don't understand why more propagation keeps the network stiffer - and I have had not much luck in changing the values and get a significant impact on my constraint network - but nothing is unimportant in Houdini, so what is it really doing and are those values some kind of RealWorld units ?
And Half Life, yes it decays the impuls by half…. but how does it interact with the Propagation Rate…
Cheerz
deHeavy
I understand that those values are helping to travel the impact data through the Glue Network, but I don't understand why more propagation keeps the network stiffer - and I have had not much luck in changing the values and get a significant impact on my constraint network - but nothing is unimportant in Houdini, so what is it really doing and are those values some kind of RealWorld units ?
And Half Life, yes it decays the impuls by half…. but how does it interact with the Propagation Rate…
Cheerz
deHeavy
Technical Discussion » Color in noise
- -heavy-
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can i add color or other stuff to the diferent cells of a worley pattern?
or add a random value to one or all colors of a ramp based on the worley cell … ?
how would i go about this?
or add a random value to one or all colors of a ramp based on the worley cell … ?
how would i go about this?
Technical Discussion » Procedural Brick Shader
- -heavy-
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thx Arjan. and yeah that was the video, seems i forgot to link it..
i have tested a lot the last days, mostly with box tile and stripes, but yes your right, everything gets very slow when using noises and the node graph gets very messy and confusing.
if it takes ages to create such stuff I think I have to go with substance or the way alexander.artwork shows here
https://vimeo.com/242316751 [vimeo.com]
using cops to create the texture maps and feed that into the shader.
anyway. thx arjan
i have tested a lot the last days, mostly with box tile and stripes, but yes your right, everything gets very slow when using noises and the node graph gets very messy and confusing.
if it takes ages to create such stuff I think I have to go with substance or the way alexander.artwork shows here
https://vimeo.com/242316751 [vimeo.com]
using cops to create the texture maps and feed that into the shader.
anyway. thx arjan
Technical Discussion » Gaussian blur in VOP / Shader Builder
- -heavy-
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is there some kind of Gaussian Blur in Shader builder context so i can modify the black and white values of stripes and tiles and such stuff?
Technical Discussion » Procedural Brick Shader
- -heavy-
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Technical Discussion » Procedural Brick Shader
- -heavy-
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After watching a SubstanceDesigner Video on Youtube, i thought this should even be possible in houdini.
So i layed down a principle shader core and connected the brick pattern. With id output and uv i tried to feed a for each to populate a ramp in to the single bricks, but i got stuck and cause i am a beginner with shader creation in Houdini i dont know where to go from now.
Can sonebody point me in the right direction?
Cheerz the Heavy
So i layed down a principle shader core and connected the brick pattern. With id output and uv i tried to feed a for each to populate a ramp in to the single bricks, but i got stuck and cause i am a beginner with shader creation in Houdini i dont know where to go from now.
Can sonebody point me in the right direction?
Cheerz the Heavy
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
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Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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that is very informative here.
what I dont get at the moment is what happend when there is no connection downstream or no point to store the values?
when I use the wrangle its easy and fast to create basic params and a few sliders and such stuff.
now when using @ to create attributes the attributes show up in the spreadsheet but with no Point
connected to the Input its only a columnheader in a table. But I know the value is there cause instantly
when a Point is connected the value is assigned and shown in the spreadsheet - now I can use
point() function to grab the values everywhere I want.
So can I get the value of this Attribute when there is no Point connected ?
and
Basic example
I have the wrangle that holds wallbounds, wallsizeX and wallsizeY, and the bricksize{x,y,z}.
And calculate brickcountX and brickcountY based on wallsize/brickwidth.
then I create a grid, grid has no Input so it can not be downstream of the wrangle.
the grid should get the sizeX and sizeY as reference to the values in the wrangle and
rows and columns should reference to countx and county.
When wallsize and bricksize are inputfields and sliders, I can ch ref and done but I can
not access the calculated brickcount.
So how about grabbing values in channels?
And is the way to go maybe vice versa, I mean create the grid then the wrangle and
manipulate the values afterwards - but size and rows is not an attribute so how to
access size row etc. there is no stamping or is it?
EDIT: with a bit of Google and a bit of luck i found that the Point() expression works fine for referencing
what confuses me is that the help doc said the function gets 3 Parameter
type point(string geometry, string attribute_name, int pointnumber)
but with a bit of luck and misstyping i get it to work with 4 Parameter…?
point(“../parameter/”, 0, “brickcountY”,0)
so whats the deal ?
what I dont get at the moment is what happend when there is no connection downstream or no point to store the values?
when I use the wrangle its easy and fast to create basic params and a few sliders and such stuff.
now when using @ to create attributes the attributes show up in the spreadsheet but with no Point
connected to the Input its only a columnheader in a table. But I know the value is there cause instantly
when a Point is connected the value is assigned and shown in the spreadsheet - now I can use
point() function to grab the values everywhere I want.
So can I get the value of this Attribute when there is no Point connected ?
and
Basic example
I have the wrangle that holds wallbounds, wallsizeX and wallsizeY, and the bricksize{x,y,z}.
And calculate brickcountX and brickcountY based on wallsize/brickwidth.
then I create a grid, grid has no Input so it can not be downstream of the wrangle.
the grid should get the sizeX and sizeY as reference to the values in the wrangle and
rows and columns should reference to countx and county.
When wallsize and bricksize are inputfields and sliders, I can ch ref and done but I can
not access the calculated brickcount.
So how about grabbing values in channels?
And is the way to go maybe vice versa, I mean create the grid then the wrangle and
manipulate the values afterwards - but size and rows is not an attribute so how to
access size row etc. there is no stamping or is it?
EDIT: with a bit of Google and a bit of luck i found that the Point() expression works fine for referencing
what confuses me is that the help doc said the function gets 3 Parameter
type point(string geometry, string attribute_name, int pointnumber)
but with a bit of luck and misstyping i get it to work with 4 Parameter…?
point(“../parameter/”, 0, “brickcountY”,0)
so whats the deal ?
Edited by -heavy- - March 29, 2017 08:08:17
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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tamte
in detail wrangle you can import any attribute of any point using point() function
or store using setpointattrib()
what if i store values not in an attribute of a Point but as variable in a wrangle?
Does this variable exist in the stream down and if yes - how can i reference it or grab its value
in a different wrangle down the line or elsewhere
or
does it only excists in the wrangle it is created and is invisible for all other nodes?
And can i reference values in a wrangle from other nodes then vex wrangles ?
for example:
when i create a wrangle, that holds for instance wallwidth and wallheight and other Parameter,
do i have the possibility to grab the values in a gridSOP.sizex & sizey?
Edited by -heavy- - March 27, 2017 09:17:10
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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I tried that, several times and several version, but without luck, maybe i was to tired yesterday.
I give a new try today. If i run out of ideas i will be back.
EDIT TODAY: ..seems that i was really to tired yesterday.
importing the attributes and assigning them to my points works like a charm today
I give a new try today. If i run out of ideas i will be back.
EDIT TODAY: ..seems that i was really to tired yesterday.
importing the attributes and assigning them to my points works like a charm today
Edited by -heavy- - March 26, 2017 16:23:22
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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tamte
if you can (and to save yourself some headaches) just create points with traditional instancing transform attributes in VEX, then copy your bricks using copy to points
trying to approach this using pure VEX is not a good idea unless it's a VEX exercise, it can get really tedious if you want to preserve input geo with all the attributes and it will be much slower and heavier as you lose advantage of instancing that Copy To Points can give you if you pack the geo
I get stuck… last hour(s) I tried to get the defined point attributes values from the first wrangle into the detail wrangle afterwards I use to work with the prims or points
so for example i have one attribute i@countX = 20; defined in the first wrangle going over points, but
i dont get it in to the second wrangle in detail once mode on to my point added with addpoint…
Edited by -heavy- - March 25, 2017 20:01:03
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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Hey =]
first of all, thx for the answers it helped me a lot.
Konstantin, this is a really slick solution I understand and that fits in my workflow.
So it first creates an array and stores the points from the incoming geo, then iterates
through the copycount and creates prims, which seems to be only a container to hold the
points and vertex that are created in the foreach.
So basically its not the prim that is moved, its the points encapsulated in the prim.
Tomas - yes and now, its an excercise for sure but I really thought - I dont have points
to copy to and so I have to use foreach to duplicate the startBrick the way I want.
but then I read your post a second and a third time and something changed my mind.
hey damn yes I can create points in that grid like offsetted way I need and yes, then I
can copytopoints or copy stamp. So i keep that in mind and build something and will see
how far I can get.
And Baba… hmmm.. Magic i have to take a closer look and a slower look and a longer look.
but its quite interesting and even not to complicated. so thx.
heavy
first of all, thx for the answers it helped me a lot.
Konstantin, this is a really slick solution I understand and that fits in my workflow.
So it first creates an array and stores the points from the incoming geo, then iterates
through the copycount and creates prims, which seems to be only a container to hold the
points and vertex that are created in the foreach.
So basically its not the prim that is moved, its the points encapsulated in the prim.
Tomas - yes and now, its an excercise for sure but I really thought - I dont have points
to copy to and so I have to use foreach to duplicate the startBrick the way I want.
but then I read your post a second and a third time and something changed my mind.
hey damn yes I can create points in that grid like offsetted way I need and yes, then I
can copytopoints or copy stamp. So i keep that in mind and build something and will see
how far I can get.
And Baba… hmmm.. Magic i have to take a closer look and a slower look and a longer look.
but its quite interesting and even not to complicated. so thx.
heavy
Houdini Learning Materials » Duplicate an object multiple times / ForEach in a Wrangle
- -heavy-
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VEX is relativly nu to me, even when I am familiar with mel and some other programming languages.
So be Patient with me and dont make it to complicated
At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple
transformations can even be done in a wrangle.
but all those point creation and create geometry with vex tutorials doesn't take into account when
there is an incoming prim or box that should only be transformed - so i am more confused now.
can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle?
thx
deHeavy
So be Patient with me and dont make it to complicated
At the moment I am creating a brickwall with a few for each Loops and I thought, hey those simple
transformations can even be done in a wrangle.
but all those point creation and create geometry with vex tutorials doesn't take into account when
there is an incoming prim or box that should only be transformed - so i am more confused now.
can somebody give me a short forloop example to move and duplicate a box, when the box is piped into the wrangle?
thx
deHeavy
Edited by -heavy- - March 24, 2017 08:13:09
Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- -heavy-
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Houdini Learning Materials » What is the best way to make a realistic grass field in Houdini 16?
- -heavy-
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sorry for hijacking this thread, but what would it take to make the grass dynamic - so if something drops on to it, it bends to the side…
?
?
Edited by -heavy- - March 9, 2017 06:39:23
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