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Houdini Lounge » PolyBridge to Nearest Prim
- Calx
- 8 posts
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Thanks so much for this, so helpful - it's really appreciated. Will give it a try and come back with results.
Houdini Lounge » PolyBridge to Nearest Prim
- Calx
- 8 posts
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A-OC
Hey, this turned out a bit more complicated than I thought.
The first thing to note is that I stole the node “create_explicit_lines” from the Connect Adjacent Pieces sop. Then, it's a matter of creating the two groups and the attribute as the piece to loop over in the for-each.
Thanks for spending time on this, really appreciated. Huge step forward for me.
In the example scene everything works perfectly, but when i dropped it into my actual work file, SOME of the faces bridge with the incorrect winding, so i suppose my next rabbithole is working out how to unify everything before running the approach you've outline as I have no way of specifying winding order per pair.
As you can see on the attached, the pairs in the blue box bridged perfectly, but the pairs in the yellow box need winding order reversing in order to get the correct result.
Houdini Lounge » PolyBridge to Nearest Prim
- Calx
- 8 posts
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Sure, example scene attached.
And a bit of psuedocode to explain what I want to do in the loop.
Genuinely appreciate the help
Thanks
Dave
And a bit of psuedocode to explain what I want to do in the loop.
Genuinely appreciate the help
Thanks
Dave
for (prim this_prim in Group_ENDS) { prim closest_prim; float smallest_dist = BIG_NUMBER; for (prim that_prim in Group_ENDS) { if(this_prim != that_prim) { float this_dist = distance(this_prim, that_prim); if(this_dist < smallest_dist) { smallest_dist = this_dist; closest_prim = that_prim; } } } polybridge(this_prim, closest_prim); remove_from_group(this_prim); remove_from_group(closest_prim); }
Edited by Calx - Aug. 4, 2019 07:59:56
Houdini Lounge » PolyBridge to Nearest Prim
- Calx
- 8 posts
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Hi all,
I have a group of prims and I'd like to loop over them and PolyBridge to the nearest other prim in the group. Can anyone point me in the right direction as to how this might be achieved?
I appreciate this is probably straightforward (if not completely trivial) in VEX - but this more an exercise in the Nodes available to me in Houdini as opposed to reinventing the wheel every time in VEX.
Thanks
Dave
I have a group of prims and I'd like to loop over them and PolyBridge to the nearest other prim in the group. Can anyone point me in the right direction as to how this might be achieved?
I appreciate this is probably straightforward (if not completely trivial) in VEX - but this more an exercise in the Nodes available to me in Houdini as opposed to reinventing the wheel every time in VEX.
Thanks
Dave
Edited by Calx - Aug. 2, 2019 16:16:34
Technical Discussion » SegFault - Help with repro
- Calx
- 8 posts
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Doudini
yup. same thing happens here. You can report the bug.
Thanks. Submitted.
Edited by Calx - Sept. 23, 2018 02:21:38
Technical Discussion » SegFault - Help with repro
- Calx
- 8 posts
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Hi all,
Before I submit a bug - I'm on Apprentice 16.5.571
The following gets me a SegFault and crash:
Add an Attribute Wrangle inside a Geo node:
i@entry = 0;
Only this attribute name (afaik) generates the crash, any other is fine.
Try commenting out the line in the wrangle on the attached file.
Cheers
Dave
Before I submit a bug - I'm on Apprentice 16.5.571
The following gets me a SegFault and crash:
Add an Attribute Wrangle inside a Geo node:
i@entry = 0;
Only this attribute name (afaik) generates the crash, any other is fine.
Try commenting out the line in the wrangle on the attached file.
Cheers
Dave
Edited by Calx - Sept. 22, 2018 10:00:06
Technical Discussion » Editor for vex in wrangle nodes
- Calx
- 8 posts
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I wouldn't give up on that - I'm using this [packagecontrol.io], which was obviously developed with a “compile_and_run.py” to do exactly what you want. It's all here [github.com], thought doesnt seem to be part of the package via Package Control.
Edited by Calx - Aug. 9, 2017 03:26:47
Technical Discussion » Editor for vex in wrangle nodes
- Calx
- 8 posts
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The second E is the shortcut within the Houdini Editor, it's launched the external editor.
Additionally,
Adding:
VISUAL = “C:\Program Files\Sublime Text 3\sublime_text.exe”
To my houdini.env worked perfectly.
ALT E E now fires up SublimeText 3, with my script in place for editing.
Additionally,
Adding:
VISUAL = “C:\Program Files\Sublime Text 3\sublime_text.exe”
To my houdini.env worked perfectly.
ALT E E now fires up SublimeText 3, with my script in place for editing.
Edited by Calx - Aug. 9, 2017 02:57:07
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