Found 13 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Question about changing 'attribute' inside a for loop.
- govindk
- 13 posts
- Offline
Thank you for the additional information Tomas. I was using a fuse node after the wrangle, these options you mentioned really helps.
Houdini Indie and Apprentice » Question about changing 'attribute' inside a for loop.
- govindk
- 13 posts
- Offline
I see the gap in my understanding.
So in this case the creating the group was unnecessary it seems like, because I can simply use setpointattrib()
Thank you for the explanation PatW, appreciate it.
So in this case the creating the group was unnecessary it seems like, because I can simply use setpointattrib()
Thank you for the explanation PatW, appreciate it.
Houdini Indie and Apprentice » Question about changing 'attribute' inside a for loop.
- govindk
- 13 posts
- Offline
Hello all,
I'll get straight to it, so I have a primitive cube from which I am extracting the points, looping though and creating new point at the prim's center - all good thus far. However, when I change the @Cd the original 8 points on the cube changed but not the points that got created inside the for loop. I did solve the issue (image attached), however I feel my solution is inelegant and I am missing something obvious and still not sure why the @Cd wasn't affecting the newly created points inside the for loop.
Thank you for looking into it and appreciate any advice on the right track.
Regards,
-G
I'll get straight to it, so I have a primitive cube from which I am extracting the points, looping though and creating new point at the prim's center - all good thus far. However, when I change the @Cd the original 8 points on the cube changed but not the points that got created inside the for loop. I did solve the issue (image attached), however I feel my solution is inelegant and I am missing something obvious and still not sure why the @Cd wasn't affecting the newly created points inside the for loop.
Thank you for looking into it and appreciate any advice on the right track.
Regards,
-G
Edited by govindk - Sept. 25, 2021 08:21:33
Technical Discussion » Loop over Primitive to get BBsize in VEX [new user]
- govindk
- 13 posts
- Offline
Thank you so much for that explanation Tomas, appreciate it. Coming from other DCC app, I probably went too literal with word 'group.' Before reading through your explanation, to me group meant that I have to explicitly specify a 'group', as in group node, and store values in them. So I was confused as to what if I don't have a group specified.
The example of "@area>.1" made a lot of sense to me - now I see it can be any legal value we can use and in this instance the syntax wants it to be a string.
The example of "@area>.1" made a lot of sense to me - now I see it can be any legal value we can use and in this instance the syntax wants it to be a string.
Technical Discussion » Loop over Primitive to get BBsize in VEX [new user]
- govindk
- 13 posts
- Offline
Thank you so much. Appreciate it.
animatrix_I see what messed up. Didn't realise I was changing the geoInput when I was looping.
It's because you are changing the input geometry by changing the first argument in the getbbox_size function. You should use the first input (0), and supply the index to the second argument:
https://www.sidefx.com/docs/houdini/vex/functions/getbbox_size.html [www.sidefx.com]
animatrix_Just to clarify, so even if I did not explicitly create a group, are points and primitives in Houdini already in a group (ptnum & primnum)? I assumed these are reserved attributes.
But because the second argument is a string, you need to convert int to string using the itoa function:
https://www.sidefx.com/docs/houdini/vex/functions/itoa.html [www.sidefx.com]
Technical Discussion » Loop over Primitive to get BBsize in VEX [new user]
- govindk
- 13 posts
- Offline
Hello all,
I am a little confused with attribute-wrangle and primitives.
I have a scene attached that has 3 objects packed and merged, and I want to get the bounding box size of each of them. Now I solved it with a 'forEach primitive,' however, I am trying this with VEX and I am unable to get the same result, not able to figure out what I am doing wrong. Would really appreciate some advice to point me in the right direction.
Thank you.
Regards,
-G
I am a little confused with attribute-wrangle and primitives.
I have a scene attached that has 3 objects packed and merged, and I want to get the bounding box size of each of them. Now I solved it with a 'forEach primitive,' however, I am trying this with VEX and I am unable to get the same result, not able to figure out what I am doing wrong. Would really appreciate some advice to point me in the right direction.
Thank you.
Regards,
-G
Technical Discussion » [New User] Point position not working as expected
- govindk
- 13 posts
- Offline
CYTE
Hey govindk,
The thing is it doesn`t matter what P.y values go in the wrangle node if you overwrite them with this expression "P.y = whatever".
You are creating new Position values for the Y-Axis. Ok. So the red one appears to respect its old values but this is just a coincidence. The Y values were "P.y = 1" when they entered the wrangle. You created new values and the start and endpoints are again 1 because that's the range of the ramp you are using. For the blue, you get the same values but with incoming values of P.y = 0.
But these values don't matter because you overwrite them.
The solution I offered using "P.y += " would Offset the Red wire.
I could fix it for you, but I think it's better to understand what you are doing and figure it out by yourself.
Cheers
CYTE
Ahhh!! How naive of me, how did I miss that. I totally see your point now. And yes, it did fix it
However, I had to do @P.y -= to droop it. But I see the logic error in my thought process, I did not realize the ramp would remap the value of the point position.
Thank you so much CYTE, appreciate your time.
Edited by govindk - July 28, 2021 09:12:57
Technical Discussion » [New User] Point position not working as expected
- govindk
- 13 posts
- Offline
CYTE, thank you for the reply. Apologies, maybe I wasn't clear in my description, shouldn't the AWrangle sop take the position of the points from 1st input? I am not trying to manipulate the position of the same wire, the points of the blue wire are at bottom and the red is on the top (split using a blast node). What's confusing is why is the bottom point's position jumping back to top. I am sure it's some mistake I doing, but I am unable to figure out what.
Also, I did try @P.y += but that didn't change anything.
Thank you,
-G
Also, I did try @P.y += but that didn't change anything.
Thank you,
-G
Technical Discussion » [New User] Point position not working as expected
- govindk
- 13 posts
- Offline
Hello all,
I was following Kenny Lammer's bridge tutorial and halfway through he copies one of the attr-wrangle sop to be apply the manipulation (drooping) on different a group of points. I tried the same thing and for some reason, the second wrangle isn't taking the position of the points as it did initially.
Have attached a temporary scene and images explaining as to what I am expecting. I am not able to figure out where I am going wrong and why did it work for Kenny without him doing anything different from mine.
Thank you for any help this way.
-G
I was following Kenny Lammer's bridge tutorial and halfway through he copies one of the attr-wrangle sop to be apply the manipulation (drooping) on different a group of points. I tried the same thing and for some reason, the second wrangle isn't taking the position of the points as it did initially.
Have attached a temporary scene and images explaining as to what I am expecting. I am not able to figure out where I am going wrong and why did it work for Kenny without him doing anything different from mine.
Thank you for any help this way.
-G
Houdini Indie and Apprentice » Procedural edge selection? Or another way...
- govindk
- 13 posts
- Offline
Thanks a lot for directing me to the post, modding the revolve was really cool & quite informative.
Houdini Indie and Apprentice » Procedural edge selection? Or another way...
- govindk
- 13 posts
- Offline
tamteI am on H.18, and yes it does give me the straightened UV as you mentioned, laid out on 2tiles vertically.
well, it's up to you, its straightened by default so if you don't need dont use UV Flatten
I was just saying, that the seam is there, so UV flatten flattens it the same way as if you have created one seam
at least in h18
With revolve and preserve seam I did get the exact same result as Vusta's scene file. Now I just have to figure out what works best for me. I needed the seam selection for pinning and for editing the UV a little bit further.
Edited by govindk - Sept. 14, 2020 11:16:40
Houdini Indie and Apprentice » Procedural edge selection? Or another way...
- govindk
- 13 posts
- Offline
vustaMy apologies, I should have uploaded a mock file.
if all you want to do is select the seam, then that's pretty basic. The uvflatten part, well
I'll leave that up to you.
and it would help if you would just upload the file, i mean..it's a curve and revolve..is there any worry that it contains a billion dollar IP ? it would save me time sitting here mocking up a file.
YES, my time is precious.
Thank you for the scene file. After opening the file, I'm a bit embarrassed at how straight forward it is, I overthinking this one. However, I did not know you could group the curve and then transfer that group.
IslandRead about this on other threads and I will try that too. Vusta's example file made it much easier to understand this.
Edge selections procedurally are more difficult in Houdini than other programs like Modo, as they are kind of second class citizens to points and primitives. For instance, edges can't have attributes. Often it is easiest to procedurally select points or primitives and then use a group promote to convert them or their boundary to edges.
tamteDoes it? I am not sure. I tried what you mentioned and with preserve seam and it gave me a circular island instead of a straightened one. That'd work too, I just needed something that's straightened.
isn't that what Revolve does by default?
you should get very clean uvs by default, but if you want to run UV Flatten afterwards, just check Preserve Seams
Thank you all for your help. Appreciate it.
Houdini Indie and Apprentice » Procedural edge selection? Or another way...
- govindk
- 13 posts
- Offline
Hello all,
I am stuck with a rather mundane task but seems like a roadblock for a new user like me. For now I have 3 profile curves on which I am using revolve SOP for shapes, that will go into SubstanceDesigner. Everything is alright until the UV-mapping.
Ideally, I would split the edge vertically and then have a flattened UV island that works best for me in Designer and that's what I am trying in Houdini as well.
I have a Switch that has these profile curves plugged in and was trying a procedural way to select edges to have the seam-cut in all three shapes. I could do it manually and have 3 different UV-flatten and have another switch that will work in tandem with the profile curves, however, I would appreciate if someone can guide me in an appropriate direction to do this procedurally through VEX or otherwise.
Thank you.
I am stuck with a rather mundane task but seems like a roadblock for a new user like me. For now I have 3 profile curves on which I am using revolve SOP for shapes, that will go into SubstanceDesigner. Everything is alright until the UV-mapping.
Ideally, I would split the edge vertically and then have a flattened UV island that works best for me in Designer and that's what I am trying in Houdini as well.
I have a Switch that has these profile curves plugged in and was trying a procedural way to select edges to have the seam-cut in all three shapes. I could do it manually and have 3 different UV-flatten and have another switch that will work in tandem with the profile curves, however, I would appreciate if someone can guide me in an appropriate direction to do this procedurally through VEX or otherwise.
Thank you.
-
- Quick Links