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Technical Discussion » primpoints() with ends gives vertex count?
- Len
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Technical Discussion » primpoints() with ends gives vertex count?
- Len
- 132 posts
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I'm freaking out a little cause vex primpoints() seems to be returning vertex count and not point count when using ends sop on a closed curve:
- Add a default circle SOP
- Append ends, set to unroll with shared points
- Append Wrangle in Points, Prim, or Detail mode
- Add code: printf("%i points\n", len(primpoints(0,0)));
This prints the vertex count for me, NOT the point count (one less) since one is shared with two verts.
The ends sop reports 12 points, 13 verts, 1 prim.
The print gives 13 points.
How am I doing this wrong or misinterpreting things?
EDIT: Just printed the points from primpoints() and it's duplicating point 0 at the end. Still doesn't make sense to me.
- Add a default circle SOP
- Append ends, set to unroll with shared points
- Append Wrangle in Points, Prim, or Detail mode
- Add code: printf("%i points\n", len(primpoints(0,0)));
This prints the vertex count for me, NOT the point count (one less) since one is shared with two verts.
The ends sop reports 12 points, 13 verts, 1 prim.
The print gives 13 points.
How am I doing this wrong or misinterpreting things?
EDIT: Just printed the points from primpoints() and it's duplicating point 0 at the end. Still doesn't make sense to me.
Edited by Len - March 5, 2024 19:14:47
Technical Discussion » Find Shortest Path - How to make & use its adjacency array?
- Len
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Trying to get a handle on this same topic.
It appears to me the adjacency array only adds to the existing geo edges rather than replacing?
I'm trying to limit paths going downhill by building the adjacency array by getting all neighbors of each point then filtering those for ones that only go uphill. So the adjacency array is subset of all neighbors of each point.
However, paths still snake down to lower y despite confirming that the adjacency array doesn't include any of those edges at each point. Is this not possible with this approach? Thx.
It appears to me the adjacency array only adds to the existing geo edges rather than replacing?
I'm trying to limit paths going downhill by building the adjacency array by getting all neighbors of each point then filtering those for ones that only go uphill. So the adjacency array is subset of all neighbors of each point.
However, paths still snake down to lower y despite confirming that the adjacency array doesn't include any of those edges at each point. Is this not possible with this approach? Thx.
Technical Discussion » how to open "Houdini Console" in Mac version of Ho
- Len
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For anyone that runs Houdini on Mac and gets similarly frustrated by lack of a console that can always stay on top for printf's and the like, there IS a solution.
Download iTerm2 [iterm2.com], then set up an Alias inside your /Users/username/.zshrc (aka ~/.zshrc) file like so:
alias houdini="/Applications/Houdini/Houdini20.0.506/Frameworks/Houdini.framework/Resources/bin/houdini"
Or whatever version you're running at the time.
Then follow these instructions I found:
You MUST use the hotkey you set in that last step to open the terminal since it will make sure to keep the window on top.
Then type "houdini" and you should be launching whatever version you run (I'm on Indie). It should stay on top and receive all the console data from Houdini.
Download iTerm2 [iterm2.com], then set up an Alias inside your /Users/username/.zshrc (aka ~/.zshrc) file like so:
alias houdini="/Applications/Houdini/Houdini20.0.506/Frameworks/Houdini.framework/Resources/bin/houdini"
Or whatever version you're running at the time.
Then follow these instructions I found:
One such feature with iTerm2 is the ability to configure a Hotkey Window setting on various iTerm2 profiles. iTerm2 -> Preferences -> Profile -> Keys tab -> Configure Hotkey Window button. Then set a hotkey to launch your Profile and make sure 'Pin hotkey window (stays open on loss of keyboard focus) is checked as well as 'Floating window'.
When you hit the hotkey it will launch iTerm2 and it will stay on top.
You MUST use the hotkey you set in that last step to open the terminal since it will make sure to keep the window on top.
Then type "houdini" and you should be launching whatever version you run (I'm on Indie). It should stay on top and receive all the console data from Houdini.
Technical Discussion » Extremely slow saves and plugin opening via OpenVPN
- Len
- 132 posts
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@romanus did you ever find a solution?
I just hit the same issue: Houdini takes >30min to save a 50MB file to a networked drive using Wireguard (VPN) remotely.
Copying the same file to the same location using Windows Explorer takes about 5 seconds.
It's only Houdini, from what I've seen. Very weird.
EDIT: Just tested with BUFFEREDSAVE = 1 and it helps immensely. >30min is now 30 seconds or so.
I just hit the same issue: Houdini takes >30min to save a 50MB file to a networked drive using Wireguard (VPN) remotely.
Copying the same file to the same location using Windows Explorer takes about 5 seconds.
It's only Houdini, from what I've seen. Very weird.
EDIT: Just tested with BUFFEREDSAVE = 1 and it helps immensely. >30min is now 30 seconds or so.
Edited by Len - Nov. 28, 2023 14:01:19
Technical Discussion » Cull geometry by connected bounds
- Len
- 132 posts
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Much less vexxy and (probably) less performant than Konstantin's solution:
- Your mesh into a Connectivity sop (defaults)
- Into Measure sop, Measure set to Volume and Accumulate to Per Piece.
- Into Blast sop, set to Primitives, with @volume<SOME_VALUE in the Group field.
- Your mesh into a Connectivity sop (defaults)
- Into Measure sop, Measure set to Volume and Accumulate to Per Piece.
- Into Blast sop, set to Primitives, with @volume<SOME_VALUE in the Group field.
Technical Discussion » How to copy only peripheral polygons?
- Len
- 132 posts
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I think you'll need to provide a picture and a little more clarity here. I'm having a hard time knowing what you're asking to do exactly.
Technical Discussion » break & transform to new object/shape
- Len
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This is not the most clear question but from what I glean I'd say:
Based on your simple box example, you'll need to pre-model the hexagon, and break it up into pieces that can reform into a cube shape. Assemble the cube from these pieces. Then the rest is hand animation, assuming this is all pre-rendered. You could probably glue the pieces together into the cube, let it drop and break the glue constraints via RBD physics then switch over to key-framed animation to reform the hexagon.
Based on your simple box example, you'll need to pre-model the hexagon, and break it up into pieces that can reform into a cube shape. Assemble the cube from these pieces. Then the rest is hand animation, assuming this is all pre-rendered. You could probably glue the pieces together into the cube, let it drop and break the glue constraints via RBD physics then switch over to key-framed animation to reform the hexagon.
Technical Discussion » Normal Direction for copy to points or copy stamp
- Len
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Another issue to watch out for is that @orient (and likely some other attributes that @toadstorm listed above) will override the use of @N and @up in Copy To Points.
I've unknowingly had garbage values for @orient being passed from previous nodes and they break the @N and @up behavior and leave me scratching my head until I notice. The lesson: Clean out old attributes and groups when you can!
I've unknowingly had garbage values for @orient being passed from previous nodes and they break the @N and @up behavior and leave me scratching my head until I notice. The lesson: Clean out old attributes and groups when you can!
Technical Discussion » Divide Irregular Polygon
- Len
- 132 posts
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Anyone ever see a Houdini implementation of this or similar result?
https://www.khetarpal.org/polygon-splitting/ [www.khetarpal.org]
The C++ code is here:
https://github.com/dhmhd/poly-split [github.com]
Interested in a way to achieve the same with current Houdini nodes.
Closest I've got is using a voronoi fracture with (somewhat) evenly distributed points in the interior of a polygon.
I still can't find a good way to get the points just right however.
https://www.khetarpal.org/polygon-splitting/ [www.khetarpal.org]
The C++ code is here:
https://github.com/dhmhd/poly-split [github.com]
Interested in a way to achieve the same with current Houdini nodes.
Closest I've got is using a voronoi fracture with (somewhat) evenly distributed points in the interior of a polygon.
I still can't find a good way to get the points just right however.
Houdini Indie and Apprentice » OSX no midi in
- Len
- 132 posts
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Ah, bummer. Just got excited to connect my Midi controller to my MacBook Pro running Houdini 19.5.
No devices available. Sadface.
No devices available. Sadface.
Houdini Engine for Unreal » HDA Geo not visible in Unreal Mesh Distance Field
- Len
- 132 posts
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@dpernuit: Ok, we've made the jump to v2 but now that detail attribute doesn't seem to work any more.
Houdini Engine for Unity » Generating multiple mesh colliders on a single Houdini asset object in Unity
- Len
- 132 posts
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So what is the recommended way going forward for getting multiple convex colliders into Unity? The Split by Group is deprecated, which suggests another avenue might be available?
Technical Discussion » Hang on HDA instance rename
- Len
- 132 posts
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Managed to get a clean repro file and submitted the bug.
Support says it's fixed in 18.0.588. Haven't tested yet.
Support says it's fixed in 18.0.588. Haven't tested yet.
Technical Discussion » Hang on HDA instance rename
- Len
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I'm seeing a new crash in 18.0.566 that occurs when I'm renaming a node that is an instance of an HDA, usually recently (or just) created.
There's no crash log and it technically just hangs forever.
I haven't found repro conditions yet unfortunately but, interestingly, I've seen this in my Mac Indie 18.0.566 and now, just today, my Windows full license 18.0.566.
They have completely different HDA paths and libraries.
The HDAs aren't particular complex, and yet I can't repro reliably.
Anyone see something similar?
EDIT: Just got the hang on renaming an Attribute Wrangle inside an HDA. There were no other dependencies or references to this node in the network (or any other).
I also notice that during the hang Process Manager says about 15% CPU being burned by houdini, so it's still doing…something.
There's no crash log and it technically just hangs forever.
I haven't found repro conditions yet unfortunately but, interestingly, I've seen this in my Mac Indie 18.0.566 and now, just today, my Windows full license 18.0.566.
They have completely different HDA paths and libraries.
The HDAs aren't particular complex, and yet I can't repro reliably.
Anyone see something similar?
EDIT: Just got the hang on renaming an Attribute Wrangle inside an HDA. There were no other dependencies or references to this node in the network (or any other).
I also notice that during the hang Process Manager says about 15% CPU being burned by houdini, so it's still doing…something.
Edited by Len - Sept. 22, 2020 14:17:26
Houdini Engine for Unreal » Editable Node Tools issue
- Len
- 132 posts
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If you vertex paint on a mesh in Unreal and then use that mesh as an input into the HDA, Houdini can use that vertex paint data to scatter things, or whatever.
Houdini Engine for Unreal » Houdini Inputs Go Missing in UE
- Len
- 132 posts
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Using V1 of the plugin to generate static geometry from a UE input spline with parameters to control the result.
I've noticed that when saving/loading maps that contain these actors, the entire Houdini Inputs section can vanish (and the actor fails to cook) until I rebuild. Usually the input spline is disconnected and needs to be reattached. Often all other param values are reset as well.
Can this be caused by pushing updated versions of the HDA to UE? I make mods (add/edit/remove params) to the HDA on a fairly regular basis to get new behaviors, simply saving over the previous. Is this possibly causing issues with the inputs? Is this a known issue is it possibly fixed in V2?
I've noticed that when saving/loading maps that contain these actors, the entire Houdini Inputs section can vanish (and the actor fails to cook) until I rebuild. Usually the input spline is disconnected and needs to be reattached. Often all other param values are reset as well.
Can this be caused by pushing updated versions of the HDA to UE? I make mods (add/edit/remove params) to the HDA on a fairly regular basis to get new behaviors, simply saving over the previous. Is this possibly causing issues with the inputs? Is this a known issue is it possibly fixed in V2?
Houdini Engine for Unreal » Re-cooking / rebuilding an HDA programmatically?
- Len
- 132 posts
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Houdini Engine for Unreal » HDA Geo not visible in Unreal Mesh Distance Field
- Len
- 132 posts
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Houdini Engine for Unreal » [Solved] Set Static Mesh Method attribute in Houdini
- Len
- 132 posts
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FWIW, I've had luck controlling distance field generation on HDA-geo, using the detail attribute:
@unreal_uproperty_GeneratedDistanceFieldResolutionScale = 0 or 1;
@unreal_uproperty_GeneratedDistanceFieldResolutionScale = 0 or 1;
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