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Technical Discussion » how to orient normal in a line closed geometr
- Jikian
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Technical Discussion » Find Closest Primitives to a point
- Jikian
- 131 posts
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TheDude123
Thanks everyone for the help! I'm running into another issue though: I've found an attribute on the points (of the primitives found) and I'd like to store those values into an array of values (they are float values, btw). I can't seem to find a function that will do this. Basically, create an array from an attribute that exists on multiple points (and has different float values).
Example:
point0 f@attribute = 2.3
point1 f@attribute = 73.3
point2 f@attribute = 54.34
point3 f@attribute = 22.6
point4 f@attribute = 5.3
point5 f@attribute = 67.3
create array {2.3, 73.3, 54.43, 22.6, 5.3, 67.3}
Any suggestions?
Attribute Promote (to Detail), "Array of All"?
Technical Discussion » How to get point position string?
- Jikian
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HenDaSheng
I tried to perform certain processing on the string through vex (limiting the number of digits after the decimal point), but introducing new variables in the font node did not work.
I think it's something outside of my knowledge. I guess the problem is with the new variables because they don't appear in the spreadsheet when the font node is selected.
Use the points() expression instead as it outputs a string attribute. The Text field of the Font SOP is a string field.
Technical Discussion » How to group all outside faces when there's many inside
- Jikian
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Technical Discussion » Curve sop not outputting curve but bezier handles instead
- Jikian
- 131 posts
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You're probably using the new Curve 2.0 node, which defaults to Bezier. Change the Primitive Type to Polygon.
Technical Discussion » Using the area of a piece to create name attribute
- Jikian
- 131 posts
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Instead of sorting by area, sort by an attribute (e.g. called maxbboxlen) using the VEX snippet:
f@maxbboxlen = max(getbbox_size(0));
Technical Discussion » Creating a custom export HDA
- Jikian
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gargam
exporting part of the graph (a python node) is not connected to the Output
At this point it may be better to have the export function inside the PythonModule and have it be called by a Button's callback function. i.e.
hou.pwd().hm().export()
Using the dirty/cook flags feels like an extremely hacky workaround.
Technical Discussion » Sweep not working as intended
- Jikian
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Your images failed to attach, but I suspect the tutorial you're watching is fairly outdated. The inputs for the Sweep node were switched at some point. Take a look at the attached documentation [www.sidefx.com] for the node to see which input is for what.
Technical Discussion » How to remove points but keep lines?
- Jikian
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eaniix
Can't you just do this?if(@N == {1, 0, 0} || @N == {0, 0, 1} || @N == {-1, 0, 0} || @N == {0, 0, -1}){
removepoint(0, @ptnum);
}
Should work since you want to remove all points that are either pointing -x/+x or -z/+z
Not the wisest to perform direct == comparisons when working with possible floating point values. Fuse > Polypath > Facet (remove inline) is the "Houdini" solution that will work regardless of orientation.
Technical Discussion » Attribute Randomize parameter question
- Jikian
- 131 posts
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Some data types like quaternions(xyzw) and color(rgba) are vector4. If your dimensions are less than 4 the extra values are unused.
Houdini Indie and Apprentice » Random switch :
- Jikian
- 131 posts
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Create a variant attribute for each different object, Merge all of them before Copy To Points. Set a variant attribute on the points before the loop that matches the range of possible variant values. Enable variant and select correct attribute in Copy node.
Houdini Indie and Apprentice » Get value from ...
- Jikian
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eaniix
i dont know if there is a way with vex or hscript to go a certain number of nodes up the stream...
sure, you could use recursion to store nodes and get their inputs, but beware edge cases like reaching into loop/compile blocks.
Technical Discussion » I want to customize the help document content
- Jikian
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Houdini Engine for Unreal » How is "unreal_bake_actor" attribute used?
- Jikian
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I found out you can use unreal_bake_actor to determine the name of Actors with InstancedStaticMeshComponents if you also set the unreal_level_path, i.e. baking to a different level.
Seems like a bug.
Seems like a bug.
Houdini Engine for Unreal » How is "unreal_bake_actor" attribute used?
- Jikian
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I'd like to set the name of the Actor that is created on baking a HDA. However, when the HDA creates instances using the `unreal_instance` attribute, the `unreal_output_name` attribute does not seem to apply to the Actor's name. I thought perhaps the `unreal_bake_actor` attribute would work instead, but setting it does not seem to do anything.
Technical Discussion » How to merge co-planar primitives?
- Jikian
- 131 posts
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Technical Discussion » Horizontal scroll wheel for Geometry Spreadsheet
- Jikian
- 131 posts
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Considering that cells are wider than they are tall, you might be better off using the Filter in the top right of the panel, if you're looking for specific attributes
Technical Discussion » How to cut a regular polygon into multiple rectangles?
- Jikian
- 131 posts
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Houdini Engine for Unreal » Automatically Trigger HDA Button Parameter When Recooking
- Jikian
- 131 posts
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Houdini Engine for Unreal » Menu parameter not working inside UE
- Jikian
- 131 posts
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