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Technical Discussion » Create list of variables with no hardcode (VEX, Python?... )
- AlbertoGZ
- 34 posts
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My mistake with ; at the end of line in the for loop :P
Edited by AlbertoGZ - Oct. 15, 2022 10:29:00
Technical Discussion » Create list of variables with no hardcode (VEX, Python?... )
- AlbertoGZ
- 34 posts
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Technical Discussion » Create list of variables with no hardcode (VEX, Python?... )
- AlbertoGZ
- 34 posts
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How to create a list of variables, as well attributes, like myVar1, myVar2, myVar3, etc, with no hardcode?
What I find:
What I tried:
It seems only works for string value, and not at time variable/attrib creation.
Thanks!
What I find:
//Variables: string myVar1 = "text1"; string myVar2 = "text2"; string myVar3 = "text3"; //... //Attributes: s@myAttrib1 = myVar1; s@myAttrib2 = myVar2; s@myAttrib3 = myVar3; //...
What I tried:
int i = 0; for (i=0; i<5; i++); string myVar+itoa(i) = "text+"itoa(i); s@myAttrib+itoa(i) = myVar+itoa(i);
It seems only works for string value, and not at time variable/attrib creation.
Thanks!
Edited by AlbertoGZ - Oct. 15, 2022 07:44:06
The Orbolt Smart 3D Asset Store » Ruler tool HDA
- AlbertoGZ
- 34 posts
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Thomasecoello I don't sure understand your question in relation with ruler tool.
Can you put an example?
Thanks!
Can you put an example?
Thanks!
Technical Discussion » Splitted polygons in UV islands when use Stack Identical
- AlbertoGZ
- 34 posts
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When I use Stack identical islands on UVLayout node, UV islands are splitted in all its polygons. Someone knows why that behaviour? How I can solve it?
Thanks!
Thanks!
Technical Discussion » Issue with point normals and spinning effect.
- AlbertoGZ
- 34 posts
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I don't know how force to set up vectors to keep aligned instances without spnning. (red = tangentu, yellow=tangentv)
Edited by AlbertoGZ - June 19, 2020 20:52:37
Technical Discussion » Issue with point normals and spinning effect.
- AlbertoGZ
- 34 posts
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Thank you so much!
However I need no override Ny component to keep instances aligned at whole with N.
I having twist in all tests that I have doing… :/
However I need no override Ny component to keep instances aligned at whole with N.
I having twist in all tests that I have doing… :/
Edited by AlbertoGZ - June 19, 2020 18:50:24
Technical Discussion » Issue with point normals and spinning effect.
- AlbertoGZ
- 34 posts
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Thank you Tamte!
Using up vector it looks better orientation, but still rotate the instances when radius tube changes.
I see also that Polyframe is setting orientation 90 degrees for some instances, even with style from centroid, when radius1 and radius2 is set at same value. If use grids instead boxes as instances to testing, then I see that.
Using up vector it looks better orientation, but still rotate the instances when radius tube changes.
I see also that Polyframe is setting orientation 90 degrees for some instances, even with style from centroid, when radius1 and radius2 is set at same value. If use grids instead boxes as instances to testing, then I see that.
Edited by AlbertoGZ - June 19, 2020 17:34:05
Technical Discussion » Issue with point normals and spinning effect.
- AlbertoGZ
- 34 posts
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I have experimented a issue with the way that Houdini is computing point normals in the next basic setup.
A tube, a box and a CopyToPoints or CopyStamps. When one of both radius values from tube is different and resulting shape is conic, point normals seems take a spinning effect. Usually average should produce a constant value in a regular shape like that, but each normal is rotating over its own axis in different value.
Someone knows how to solve this behaviour? Thanks!
A tube, a box and a CopyToPoints or CopyStamps. When one of both radius values from tube is different and resulting shape is conic, point normals seems take a spinning effect. Usually average should produce a constant value in a regular shape like that, but each normal is rotating over its own axis in different value.
Someone knows how to solve this behaviour? Thanks!
Edited by AlbertoGZ - June 19, 2020 14:19:00
Technical Discussion » [SOLVED] Question about translating radians to degrees
- AlbertoGZ
- 34 posts
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Well, I think now is working as I expected. User control in degrees and angle threshold from 0 to 90 deg.
Excuse me for posting
Excuse me for posting
Technical Discussion » [SOLVED] Question about translating radians to degrees
- AlbertoGZ
- 34 posts
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I see adding Arc Cosine to vector, then I get the right angle. However this are working for attribute (@dot), but not in variable (dot) that fails without converting to degrees, since vex need radians to compute.
This don't want works
This don't want works
float dot = dot(pos1, pos2); float adot = acos(dot);
Edited by AlbertoGZ - April 26, 2020 07:21:31
Technical Discussion » [SOLVED] Question about translating radians to degrees
- AlbertoGZ
- 34 posts
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Since math operations are working good, I have a problem in translation its values in a “user” readable values in degrees. I mean, I'm not achieving that radians to degrees equivalency are computing as expected.
For example point with id 10 have 90deg in relation to its neighbors, so if angle threshold parameter is set in 89deg this point should leave from group. But in radians, the math operation is ok, because its angle in radians is 0.0, and angle threshold is 1.5534, so condition is true for point 10.
Any suggestion to translate radians to degrees properly is welcome. Thanks!
For example point with id 10 have 90deg in relation to its neighbors, so if angle threshold parameter is set in 89deg this point should leave from group. But in radians, the math operation is ok, because its angle in radians is 0.0, and angle threshold is 1.5534, so condition is true for point 10.
Any suggestion to translate radians to degrees properly is welcome. Thanks!
Edited by AlbertoGZ - April 26, 2020 08:24:57
Technical Discussion » Particles using instances with vellum cloth?
- AlbertoGZ
- 34 posts
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I have added a particle emitter then I use a CopyStamp to attatch some instances of a grid.
My question is I want that instances have cloth behavior, so I add vellum cloth to grid, or after CopyStamp in SOP context, but instanced grids from particle emitter don't acquired cloth properties.
How I can to do this setup?
Thanks
My question is I want that instances have cloth behavior, so I add vellum cloth to grid, or after CopyStamp in SOP context, but instanced grids from particle emitter don't acquired cloth properties.
How I can to do this setup?
Thanks
Houdini Indie and Apprentice » Create primitive groups from material assignments?
- AlbertoGZ
- 34 posts
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Houdini Indie and Apprentice » Create primitive groups from material assignments?
- AlbertoGZ
- 34 posts
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There is any easy/quick way to create groups of primitives from material assignments?
I have a geometry (external .obj file) with already done handly selections of primitives. From DataTree > Material stylesheet I can see which polyislands id are assigned for each material, but I would like how to ‘transfer’ this data in quick way.
In essence I'm finding something like to extract from clusters, or separate meshes from material.
Thanks!
I have a geometry (external .obj file) with already done handly selections of primitives. From DataTree > Material stylesheet I can see which polyislands id are assigned for each material, but I would like how to ‘transfer’ this data in quick way.
In essence I'm finding something like to extract from clusters, or separate meshes from material.
Thanks!
Houdini Indie and Apprentice » Motion vector pass for rotation?
- AlbertoGZ
- 34 posts
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Using a Extra Plane in a ROP with ‘vel’ for VEX var, and turning on “Allow motion blur” I can see a motion vector data for an animated object in its position.
However, how I could obtain motion vector pass for itself rotation object (tipically turnarround)?
Thanks
However, how I could obtain motion vector pass for itself rotation object (tipically turnarround)?
Thanks
Edited by AlbertoGZ - April 3, 2017 10:35:25
The Orbolt Smart 3D Asset Store » Ruler tool HDA
- AlbertoGZ
- 34 posts
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Thanks alexsomma!
Yes, in fact I was uploaded it in Orbolt.
I forgot share the link here, sorry.
https://www.orbolt.com/asset/agz::ruler [orbolt.com]
Yes, in fact I was uploaded it in Orbolt.
I forgot share the link here, sorry.
https://www.orbolt.com/asset/agz::ruler [orbolt.com]
The Orbolt Smart 3D Asset Store » Ruler tool HDA
- AlbertoGZ
- 34 posts
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I don't know if here is the best place to put this, but I want to share my approach of a tool for measure distance length and angle degrees.
I hope you like it!
I hope you like it!
Edited by AlbertoGZ - Feb. 19, 2017 13:54:22
Houdini Indie and Apprentice » Visibility control 'linked' radio folders
- AlbertoGZ
- 34 posts
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I've tried using a expressiom like this
into display parameter for null1 and inverse check fir null2, and it works with nulls.
However, display from nulls is not working if expression is in display for subnet1 and subnet2 too.
It seems like whether be overrided display parameter
if(ch("../../../folder01")==1,0,1)
However, display from nulls is not working if expression is in display for subnet1 and subnet2 too.
It seems like whether be overrided display parameter
Houdini Indie and Apprentice » Visibility control 'linked' radio folders
- AlbertoGZ
- 34 posts
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Thank you tamte
Your example is useful for me and it have more clarity that my approach.
I attatch .hip file that represents a example of hierarchy that I have, but visibility for nulls inside the subnets are not affecting as I expected.
Your example is useful for me and it have more clarity that my approach.
I attatch .hip file that represents a example of hierarchy that I have, but visibility for nulls inside the subnets are not affecting as I expected.
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