WOW! I'm running some tests now, screenshot coming
Thanks so much!!
Gon
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Technical Discussion » edge between nearest pairs
- gonzifroni
- 29 posts
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Technical Discussion » edge between nearest pairs
- gonzifroni
- 29 posts
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Soothsayer, thanks so much!
I'm not experienced enough — where to paste this code?
It looks like it should work on SOP level, so right after the POPnet outputting $NEAREST on each particle point, right?
Hope the sample file helps to figure this out!
Thanks for the code sweat!
Gon
I'm not experienced enough — where to paste this code?
It looks like it should work on SOP level, so right after the POPnet outputting $NEAREST on each particle point, right?
Hope the sample file helps to figure this out!
Thanks for the code sweat!
Gon
Technical Discussion » edge between nearest pairs
- gonzifroni
- 29 posts
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Hi!
I want to write an expression for drawing an edge between a point and its nearest neighbor using the Add SOP.
I have a POPnet as input.
Any help would be most welcome!
Thanks!
Gon
I want to write an expression for drawing an edge between a point and its nearest neighbor using the Add SOP.
I have a POPnet as input.
Any help would be most welcome!
Thanks!
Gon
Technical Discussion » Social graph
- gonzifroni
- 29 posts
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Hi all!
I want to draw a social graph structure following the famous Barabasi-Albert model of scalefree networks (think PageRank).
A really simplified adaptation of the BA model of ‘preferential attachment’ is: “Each new node is connected to m of the existing with a probability that is biased so that it is proportional to the number of links that the existing node already has.” http://ow.ly/1S7ZU [ow.ly]
The algorithm goes as follows:
0. initial randomly distributed set of points, with edges between nearest neighbor point pairs
1. randomly add points one by one and add edges between nearest neighbor point pairs
2. for each new edge, the Probability of a new edge equals the number of edges (K degree) of the (for us ‘nearest’) neighbor i proportional to the total number of edges:
P(new edge attachment) = K(neighbor i) / K(total)
3. points have a life expectancy proportional to the number of edges they each have (so points with more edges live longer and in turn aggregate more edges in a positive feedback loop)
Any ideas how to implement this?
Gon
I want to draw a social graph structure following the famous Barabasi-Albert model of scalefree networks (think PageRank).
A really simplified adaptation of the BA model of ‘preferential attachment’ is: “Each new node is connected to m of the existing with a probability that is biased so that it is proportional to the number of links that the existing node already has.” http://ow.ly/1S7ZU [ow.ly]
The algorithm goes as follows:
0. initial randomly distributed set of points, with edges between nearest neighbor point pairs
1. randomly add points one by one and add edges between nearest neighbor point pairs
2. for each new edge, the Probability of a new edge equals the number of edges (K degree) of the (for us ‘nearest’) neighbor i proportional to the total number of edges:
P(new edge attachment) = K(neighbor i) / K(total)
3. points have a life expectancy proportional to the number of edges they each have (so points with more edges live longer and in turn aggregate more edges in a positive feedback loop)
Any ideas how to implement this?
Gon
Technical Discussion » nearest neighbor vex sop,
- gonzifroni
- 29 posts
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Hi!
Not sure my question fits your thread/code, here it goes:
To draw a social graph structure based on point-point behavior (that part I have more-or-less covered with popnet/interact), I want to add edges for nearest neighbor pairs of point.
Any ideas would be really helpful! Thanks!
Gon
Not sure my question fits your thread/code, here it goes:
To draw a social graph structure based on point-point behavior (that part I have more-or-less covered with popnet/interact), I want to add edges for nearest neighbor pairs of point.
Any ideas would be really helpful! Thanks!
Gon
Houdini Indie and Apprentice » Extremely long start-up time (osx)
- gonzifroni
- 29 posts
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Hi guys, I finally solved it by doing the following:
- uninstalling Houdini
- deleting all license files from //Library/Preferences/sesi/
- deleting the folder (including all preferences files in it) //usr/yourusername/houdini9.5/
- finally reinstalling Houdini's latest build with the option for Apprentice Licensing (which is not selected by default in the installer, yet is mentioned as being more reliable)
All to all Houdini now opens in less than 6 seconds, and I'm all happy again.
All bests,
Gon
- uninstalling Houdini
- deleting all license files from //Library/Preferences/sesi/
- deleting the folder (including all preferences files in it) //usr/yourusername/houdini9.5/
- finally reinstalling Houdini's latest build with the option for Apprentice Licensing (which is not selected by default in the installer, yet is mentioned as being more reliable)
All to all Houdini now opens in less than 6 seconds, and I'm all happy again.
All bests,
Gon
Edited by - Dec. 5, 2008 11:15:47
Houdini Indie and Apprentice » Extremely long start-up time (osx)
- gonzifroni
- 29 posts
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update: I just ran a 20 hours full defragmentation with no apparent change in startup slowness: it takes about 10min to start up Houdini.
I'm using the latest built:
Houdini 9.5.241 Mac OSX 10.5 (64-bit Leopard) OSX 10.5 x86_64 gcc4.0
I noticed that Houdini takes up about 2Gb of space on my HD when starting up (which obviously is what it's doing when starting up).
Any help would be much appreciated! thanks,
Gon
I'm using the latest built:
Houdini 9.5.241 Mac OSX 10.5 (64-bit Leopard) OSX 10.5 x86_64 gcc4.0
I noticed that Houdini takes up about 2Gb of space on my HD when starting up (which obviously is what it's doing when starting up).
Any help would be much appreciated! thanks,
Gon
Houdini Indie and Apprentice » Extremely long start-up time (osx)
- gonzifroni
- 29 posts
- Offline
Hi,
I am experiencing since 2 days extremely slow start-up times; between 8 and 10 minutes!
What to do?
Looking at the forum, I noticed that license-issues are related to the name of the machine and the ethernet address, so I attach 2 files from Activity Monitor, one during the startup with airport on and then when it's off.
I ran this night a defragmentation app, so this is not the point.
Nevertheless I have been working with huge files (which I also find strange): why does Houdini produce files that are 1.6Gb in disk size when everything is made with procedures?
So there are 2 issues: big files and slow start-up. Defragmentation didn't help.
Any ideas?
Thanks allot!
Gon
system: MacBook Pro Intel core2duo 2.33Ghz / 2Gb 667Mhz DDR2 RAM / 40Gb/160Gb free/used
I am experiencing since 2 days extremely slow start-up times; between 8 and 10 minutes!
What to do?
Looking at the forum, I noticed that license-issues are related to the name of the machine and the ethernet address, so I attach 2 files from Activity Monitor, one during the startup with airport on and then when it's off.
I ran this night a defragmentation app, so this is not the point.
Nevertheless I have been working with huge files (which I also find strange): why does Houdini produce files that are 1.6Gb in disk size when everything is made with procedures?
So there are 2 issues: big files and slow start-up. Defragmentation didn't help.
Any ideas?
Thanks allot!
Gon
system: MacBook Pro Intel core2duo 2.33Ghz / 2Gb 667Mhz DDR2 RAM / 40Gb/160Gb free/used
Technical Discussion » How to select points (or edges) at the edge of a primitive?
- gonzifroni
- 29 posts
- Offline
Hi Georg, hi Kuba,
thanks so much for the answers, yet in Kuba's VOP SOP (in which I nevertheless learn allot!) it doesn't work in all cases (i.e. points that have 4 neighbours can be border points too) and in Georg's GROUP SOP it just doesn't do it (even though I have a CLEAN and a FUSE prior in the network)…
What to do? Wouldn't it be interesting to write such a SOP in the main library?
What I did for now is to use AttribTransfer from the primitives at the other side of the border to spill over and colour the border points, then I group-select by colour.
Thanks for your time!
Gon
thanks so much for the answers, yet in Kuba's VOP SOP (in which I nevertheless learn allot!) it doesn't work in all cases (i.e. points that have 4 neighbours can be border points too) and in Georg's GROUP SOP it just doesn't do it (even though I have a CLEAN and a FUSE prior in the network)…
What to do? Wouldn't it be interesting to write such a SOP in the main library?
What I did for now is to use AttribTransfer from the primitives at the other side of the border to spill over and colour the border points, then I group-select by colour.
Thanks for your time!
Gon
Technical Discussion » How to select points (or edges) at the edge of a primitive?
- gonzifroni
- 29 posts
- Offline
Hi guys! Having lots of fun with Houdini lately
How do I go about grouping/selecting only those points (or those edges) that are the outer boundary of a primitive?
Thanks!
Gon
How do I go about grouping/selecting only those points (or those edges) that are the outer boundary of a primitive?
Thanks!
Gon
Technical Discussion » moving file from windows to osx: automatically edit paths
- gonzifroni
- 29 posts
- Offline
Hi,
I need to move a file with many texture nodes from windows to osx, so the paths (script-generated) for each texture in the uvquickshade sops has to be adapted (basically remove “D” and replace it with “/” to match the root of the mac).
Any idea how to automate this? if it helps, I have JEdit to edit code, so I fire a find&replace “Dfolder/subfolder/” with "/folder/subfolder/' and when I save the file and try to open it again, most of the sops are out.
I also know the exact names of the uvquickshade sops.
The reason for moving is that I get a memory allocation error when ROP reading a list of files $F6.bgeo where some are up to 15Mb, and I'd like to give it a shot on mac.
Would be great if you'd have an idea..
Thanks!
Gon
I need to move a file with many texture nodes from windows to osx, so the paths (script-generated) for each texture in the uvquickshade sops has to be adapted (basically remove “D” and replace it with “/” to match the root of the mac).
Any idea how to automate this? if it helps, I have JEdit to edit code, so I fire a find&replace “Dfolder/subfolder/” with "/folder/subfolder/' and when I save the file and try to open it again, most of the sops are out.
I also know the exact names of the uvquickshade sops.
The reason for moving is that I get a memory allocation error when ROP reading a list of files $F6.bgeo where some are up to 15Mb, and I'd like to give it a shot on mac.
Would be great if you'd have an idea..
Thanks!
Gon
Houdini Lounge » Find Texture map in primitive attributes [Solved]
- gonzifroni
- 29 posts
- Offline
Hi, I have a related issue, maybe you have an idea:
I need to move a file with many texture nodes from windows to osx, so the paths (script-generated) for each texture in the uvquickshade sop has to be adapted (basically remove “D” and replace it with “/” to match the root of the mac).
Any idea how to automate this? if it helps, I have JEdit to edit code, so I fire a find&replace “Dfolder/subfolder/” with "/folder/subfolder/' and when I save the file and try to open it again, most of the sops are out.
I also know the exact names of the uvquickshade sops.
Would be great if you'd have an idea..
Thanks!
Gon
I need to move a file with many texture nodes from windows to osx, so the paths (script-generated) for each texture in the uvquickshade sop has to be adapted (basically remove “D” and replace it with “/” to match the root of the mac).
Any idea how to automate this? if it helps, I have JEdit to edit code, so I fire a find&replace “Dfolder/subfolder/” with "/folder/subfolder/' and when I save the file and try to open it again, most of the sops are out.
I also know the exact names of the uvquickshade sops.
Would be great if you'd have an idea..
Thanks!
Gon
Technical Discussion » transfering points groups information to group primitives af
- gonzifroni
- 29 posts
- Offline
Hello, I'm going through a copy sop to generate square primitives at point positions, but I have a proximity in my POP which groups the points in clusters. How can I pass on this information and keep my primitive copies grouped as well?
Thanks so much!
Gon
Thanks so much!
Gon
Technical Discussion » writing geometry to disk with point colour attributes
- gonzifroni
- 29 posts
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Hi guys, anyone tried to run a ROP geometry write out that includes attributes such as points colour data Cd?
Thank you for the great help so far!
Gon
Thank you for the great help so far!
Gon
Technical Discussion » textures seq. on sprites and primitive groups
- gonzifroni
- 29 posts
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Ok I tried to follow a couple of super simple paths as suggested by Antoine Durr.
I made two files, one using copy stamping and UVquickshade and the other using ‘material’ with ‘overrides use local variables’ on and UVtexture to simply replace mandril.pic (specified in the shopnet) by default.pic.
Both examples show that no change is visible in the viewport.
Is this due to 9.5? it is not due to my systems since I tried this on different configs mac/pc and different graphic cards (though all ATI). Or am I doing something wrong?
Thanks so much!
Gon
I made two files, one using copy stamping and UVquickshade and the other using ‘material’ with ‘overrides use local variables’ on and UVtexture to simply replace mandril.pic (specified in the shopnet) by default.pic.
Both examples show that no change is visible in the viewport.
Is this due to 9.5? it is not due to my systems since I tried this on different configs mac/pc and different graphic cards (though all ATI). Or am I doing something wrong?
Thanks so much!
Gon
Technical Discussion » textures seq. on sprites and primitive groups
- gonzifroni
- 29 posts
- Offline
Ok I tried to follow a couple of super simple paths as suggested by Antoine Durr.
I made two files, one using copy stamping and UVquickshade and the other using ‘material’ with ‘overrides use local variables’ on and UVtexture to simply replace mandril.pic (specified in the shopnet) by default.pic.
Both examples show that no change is visible in the viewport.
Is this due to 9.5? it is not due to my systems since I tried this on different configs mac/pc and different graphic cards (though all ATI). Or am I doing something wrong?
Thanks so much!
Gon
I made two files, one using copy stamping and UVquickshade and the other using ‘material’ with ‘overrides use local variables’ on and UVtexture to simply replace mandril.pic (specified in the shopnet) by default.pic.
Both examples show that no change is visible in the viewport.
Is this due to 9.5? it is not due to my systems since I tried this on different configs mac/pc and different graphic cards (though all ATI). Or am I doing something wrong?
Thanks so much!
Gon
Technical Discussion » textures overrides don't work in viewports
- gonzifroni
- 29 posts
- Offline
Hi, anyone managed to procedurally assign randomly picked images (from a list like picture.001.jpg to picture.127.jpg) to various primitive groups or sprites?
I've tried overriding the ogl_tex1, map, base_map and others (even with opengl2 materials at shop level or with a shopnet at sop level), yet even though it might work for rendering, I'm looking for seeing the changes in the viewport (unrendered, thus opengl).
Thanks a bunch for your time!
Gon
I've tried overriding the ogl_tex1, map, base_map and others (even with opengl2 materials at shop level or with a shopnet at sop level), yet even though it might work for rendering, I'm looking for seeing the changes in the viewport (unrendered, thus opengl).
Thanks a bunch for your time!
Gon
Technical Discussion » textures seq. on sprites and primitive groups
- gonzifroni
- 29 posts
- Offline
Hi folks, thanks for the help so far.
I'm struggling with assigning a sequence of textures on the one hand to sprites and on the other to primitive groups.
- textures names are picture.001.jpg > picture.127.jpg
- assign one texture per sprite (the black-to-blue faces)
- assign one texture per primitive group (the grey faces)
I went through quite some tutorials, and I understand that overriding/overwriting is the approach (attribcreate at SOP level once UVtexture has been created at POP level), yet can't figure it out in a clean way for running both sprites and primitives at once. As well I'm using 9.5 and it doesn't seem to have the same obj level procedural render fields where the famous -A should come in play to force evaluating attributes such as ‘map’.
thanks so much!
gon
I'm struggling with assigning a sequence of textures on the one hand to sprites and on the other to primitive groups.
- textures names are picture.001.jpg > picture.127.jpg
- assign one texture per sprite (the black-to-blue faces)
- assign one texture per primitive group (the grey faces)
I went through quite some tutorials, and I understand that overriding/overwriting is the approach (attribcreate at SOP level once UVtexture has been created at POP level), yet can't figure it out in a clean way for running both sprites and primitives at once. As well I'm using 9.5 and it doesn't seem to have the same obj level procedural render fields where the famous -A should come in play to force evaluating attributes such as ‘map’.
thanks so much!
gon
Edited by - July 15, 2008 02:51:25
Technical Discussion » sprite-like behaviour
- gonzifroni
- 29 posts
- Offline
thread redirected to the ‘general discussion’ section (excuses for double posting issue):
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=12865&start=0&postdays=0&postorder=asc&highlight= [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=12865&start=0&postdays=0&postorder=asc&highlight= [sidefx.com]
Houdini Lounge » sprite-like behaviour
- gonzifroni
- 29 posts
- Offline
Ola Alejandro, muchas gracias para la reply
but I'd need to apply the lookat only to a specific set of primitive groups (called bits* for example) that are inside obj/geo1/foreach1/ and my camera is simply at obj/cam1/
So the goal is not to rotate the whole object, but only primitives in groups bits* (bits01, bits02, etc).
I already manage to pull a transform (xform) node within the obj/geo1/foreach1/ which tells each group to rotate around its own local pivot ($CEX, $CEY, $CEZ).
Yet what I miss is the method to refer to the position of the camera so each group will face it. So it's indeed a mini version of lookat somehow embedded inside /foreach1.
Gracias por todo,
Gon
but I'd need to apply the lookat only to a specific set of primitive groups (called bits* for example) that are inside obj/geo1/foreach1/ and my camera is simply at obj/cam1/
So the goal is not to rotate the whole object, but only primitives in groups bits* (bits01, bits02, etc).
I already manage to pull a transform (xform) node within the obj/geo1/foreach1/ which tells each group to rotate around its own local pivot ($CEX, $CEY, $CEZ).
Yet what I miss is the method to refer to the position of the camera so each group will face it. So it's indeed a mini version of lookat somehow embedded inside /foreach1.
Gracias por todo,
Gon
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