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Houdini Lounge » Houdini User's Guide
- glauca
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Technical Discussion » Tangent
- glauca
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Thanks jeff for your help
I'm going to download your HDA just now.
That's what I call a great support
Thank you
I'm going to download your HDA just now.
That's what I call a great support
Thank you
Technical Discussion » Tangent
- glauca
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Is there someone that can help me to find the tangent of a point on a spline with VOPs (I know the primduv() expr but I need it in the VOPs)?
I already found the position of that point with a Primitive_attribute VOP but I'm not able to find the tangent… :?
Any help?
I already found the position of that point with a Primitive_attribute VOP but I'm not able to find the tangent… :?
Any help?
Technical Discussion » Length of a spline
- glauca
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Thanks Simon
the problem was that i tried to import a primitiva attribute (the length of the spline)…
I hope that in the future VEX could access full objects and primitive just like points…it could open many possibilities…
As always thanks for support
the problem was that i tried to import a primitiva attribute (the length of the spline)…
I hope that in the future VEX could access full objects and primitive just like points…it could open many possibilities…
As always thanks for support
Technical Discussion » Length of a spline
- glauca
- 10 posts
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Hi edward
no…I changed the index to 1 but with no luck…if I use the first input all is ok…but I need to use the second input (I'm trying to do a deform to spline…with the creep SOP, where I have o use a surface, the result is not what I want).
Thanks for your support
no…I changed the index to 1 but with no luck…if I use the first input all is ok…but I need to use the second input (I'm trying to do a deform to spline…with the creep SOP, where I have o use a surface, the result is not what I want).
Thanks for your support
Technical Discussion » Length of a spline
- glauca
- 10 posts
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Hi Jeff and Simon
thanks for your answer…
too bad to know that some real useful informations as acurve length are omitted from VOPs…
As for the second input, what I mean is that if I find the length of a spline with an arclen() expression in an AttributeCreate SOP and attach this to a second input of a VOP SOP I'm not able to import it in the VOP using the import_attribute VOP…the attributes attached to a second input simply desappear…
Anyway thank you for your help
thanks for your answer…
too bad to know that some real useful informations as acurve length are omitted from VOPs…
As for the second input, what I mean is that if I find the length of a spline with an arclen() expression in an AttributeCreate SOP and attach this to a second input of a VOP SOP I'm not able to import it in the VOP using the import_attribute VOP…the attributes attached to a second input simply desappear…
Anyway thank you for your help
Technical Discussion » Length of a spline
- glauca
- 10 posts
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Is there a way with VOPs to find the length of a spline?
I found the arclen() expression but i wasn't able to find the relative command in the VOPs.
How to calculate in VOPs the vector tangent (I think that with expressions the command is primduv) to a point in a spline?
Also…how to use the second input in a VOP geometry op? If I attach a primitive wich has attributes I cannot use the attributes if the primitive is connected to a second input.
Sorry for the many questions…thanks
I found the arclen() expression but i wasn't able to find the relative command in the VOPs.
How to calculate in VOPs the vector tangent (I think that with expressions the command is primduv) to a point in a spline?
Also…how to use the second input in a VOP geometry op? If I attach a primitive wich has attributes I cannot use the attributes if the primitive is connected to a second input.
Sorry for the many questions…thanks
Technical Discussion » local -> global space
- glauca
- 10 posts
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I agree 100% with sascha…for a good and fast poly modeling the axis should be oriented by default with the component selected, not only centered on this. Not to mention the fact, the worst thing, that even if you align the handle , the scale operation is always performed on world coordinates (just try to make a cube, rotate it so it's not aligned with the world axis and then try to scale a face with the handle aligned and positioned with one of the box vertex…it just doesn't work…while the rotate and translate do).
I hope SideFX look at these problems because with this enhancement and some little addition houdini could be the best poly modeler (and with better rounding and blending tools the best surface modeler too).
Anyway the software is an order of magnitude better than anything else :wink:
I hope SideFX look at these problems because with this enhancement and some little addition houdini could be the best poly modeler (and with better rounding and blending tools the best surface modeler too).
Anyway the software is an order of magnitude better than anything else :wink:
Technical Discussion » Handle problem and Windows render problem
- glauca
- 10 posts
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Anyone can verify this?
The scale bug (i think it's a bug) and the orientation of the handles (always referred to world axes and not local to selection) when performing transforming operations is in my opinion a real problem for the polygonal modeling workflow of the program.
The rendering in background not working in Windows (in Linux works perfectly) is another very annoying problem.
Thanks to anyone that can give me an answer
The scale bug (i think it's a bug) and the orientation of the handles (always referred to world axes and not local to selection) when performing transforming operations is in my opinion a real problem for the polygonal modeling workflow of the program.
The rendering in background not working in Windows (in Linux works perfectly) is another very annoying problem.
Thanks to anyone that can give me an answer
Technical Discussion » Handle problem and Windows render problem
- glauca
- 10 posts
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I hope that I can explain this the right way.
I' testing Houdini and i saw what could be a bug. When try to scale an object (or better a selection of faces or selection of points) rotated in respect to the world axes the scale is performed always in world coordinates regardless the repositioning and aligning of the handles (with the Start orientation picking). The move and rotate seems to work as expected (just try with a cube, rotate it freely on the 3 axes and then try to scale a face along one of its edges…it simply doesn't work).
In relation to this I had to ask another thing. Why when performing a series of Edit Sop (or Transform) the orientation of the handle is always referred to world axes and not to the local axes of the selection? I think this should be the default and an option should be to change it to world axes.
I hope someone can answer this to me.
One last thing. On Windows XP the render in background seems not working, and the render manager doesn't show the current render task and the elapsed time.
Thanks.
I' testing Houdini and i saw what could be a bug. When try to scale an object (or better a selection of faces or selection of points) rotated in respect to the world axes the scale is performed always in world coordinates regardless the repositioning and aligning of the handles (with the Start orientation picking). The move and rotate seems to work as expected (just try with a cube, rotate it freely on the 3 axes and then try to scale a face along one of its edges…it simply doesn't work).
In relation to this I had to ask another thing. Why when performing a series of Edit Sop (or Transform) the orientation of the handle is always referred to world axes and not to the local axes of the selection? I think this should be the default and an option should be to change it to world axes.
I hope someone can answer this to me.
One last thing. On Windows XP the render in background seems not working, and the render manager doesn't show the current render task and the elapsed time.
Thanks.
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