Hi all
Am looking for a talented London based student/graduate who is looking to gain some experience in
an exciting new field - Autonomous Vehicle development
Ideally you would have some Houdini experience and some experience with Unity or Unreal
Apply below or contact me for more info:
https://careers.five.ai/job.html?jobID=22B782BBF9 [careers.five.ai]
best
Found 65 posts.
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Houdini Jobs » Paid 3 Month Technical Artist Internship - Five AI
- megasets
- 85 posts
- Offline
Houdini Engine for Unity » HDAs in Unity Package Manager
- megasets
- 85 posts
- Offline
Hello
We are using package manager to distribute our Unity Content. We are hitting a brick wall when trying to deserve HDAs due to the read only nature of Unity Packages. Just out of interest is there any thoughts or ideas for circumnavigating this issue?
many thanks
We are using package manager to distribute our Unity Content. We are hitting a brick wall when trying to deserve HDAs due to the read only nature of Unity Packages. Just out of interest is there any thoughts or ideas for circumnavigating this issue?
many thanks
Houdini Engine for Unity » Calling hdaModule functions in Unity
- megasets
- 85 posts
- Offline
Houdini Engine for Unity » Calling hdaModule functions in Unity
- megasets
- 85 posts
- Offline
Hi there
So I have an HDA with a python function call attached to a button paramater as a callback. In Unity this button works if I hit teh button in the GUI
Is there a way to call the same function via the API in Unity or a nice way of pushing the button programmaticlly?
I could not find any mention of buttons in HEU_ParameterUtility
many thanks
Sam
So I have an HDA with a python function call attached to a button paramater as a callback. In Unity this button works if I hit teh button in the GUI
Is there a way to call the same function via the API in Unity or a nice way of pushing the button programmaticlly?
I could not find any mention of buttons in HEU_ParameterUtility
many thanks
Sam
Houdini Jobs » Environment Artist - FiveAI
- megasets
- 85 posts
- Offline
A unique and exciting opportunity to work in a fascinating new field - Autonomous Vehicles
We are looking for a talented environment artist to join our simulation team.
If you have experience creating photo real environments in Houdini please apply below
https://www.workable.com/j/8F5E437539 [www.workable.com]
We are looking for a talented environment artist to join our simulation team.
If you have experience creating photo real environments in Houdini please apply below
https://www.workable.com/j/8F5E437539 [www.workable.com]
Edited by megasets - May 2, 2018 06:27:42
Technical Discussion » duck typing in vex
- megasets
- 85 posts
- Offline
hi all
i am trying to get duck typing behavior in vex where I can scale a space seperated user selection of point attrs regardless of type
this wrangle code is working but it relies on predefined variables and would need extending for matrices and arrays ect
anybody have a nicer solution?
cheers in advance
i am trying to get duck typing behavior in vex where I can scale a space seperated user selection of point attrs regardless of type
this wrangle code is working but it relies on predefined variables and would need extending for matrices and arrays ect
anybody have a nicer solution?
cheers in advance
string attrs[] = split( chs("attrs") ); string pattrs[] = detailintrinsic(geoself(), "pointattributes"); string a; string pa; int type = 0; int typesize; int tmpi = 0; float tmpf = 0.0; vector tmpv = {0,0,0}; foreach(a; attrs) { foreach(pa; pattrs) { if( pa == a ) { type = pointattribtype( geoself(), a ); typesize = pointattribsize( geoself(), a ); if (type == 0) { tmpi = point( geoself(), a, @ptnum ); setpointattrib( geoself(), a, @ptnum, tmpi * ch("scale"), "set"); } if (type == 1) { if (typesize == 3) { tmpv = point( geoself(), a, @ptnum ); setpointattrib( geoself(), a, @ptnum, tmpv * ch("scale"), "set"); } else { tmpf = point( geoself(), a, @ptnum ); setpointattrib( geoself(), a, @ptnum, tmpf * ch("scale"), "set"); } } } } }
Edited by megasets - Jan. 4, 2017 09:07:35
Technical Discussion » String to float for random
- megasets
- 85 posts
- Offline
could be worth checking out the atoi vex function
http://www.sidefx.com/docs/houdini15.0/vex/functions/atoi [sidefx.com]
http://www.sidefx.com/docs/houdini15.0/vex/functions/atoi [sidefx.com]
Edited by megasets - Sept. 13, 2016 14:03:28
Technical Discussion » How to change parms folders order in python ?
- megasets
- 85 posts
- Offline
there are a few threads on this topic
you want to look into hou.parmTemplate and hou.parmTemplateGroup
when I have a mo, I'll try to make an example for you
cheers
you want to look into hou.parmTemplate and hou.parmTemplateGroup
when I have a mo, I'll try to make an example for you
cheers
Technical Discussion » Delete by id %
- megasets
- 85 posts
- Offline
No problem
is your notebook public? I wouldn't mind having a look if so
do you have a link?
cheers
is your notebook public? I wouldn't mind having a look if so
do you have a link?
cheers
Technical Discussion » Delete by id %
- megasets
- 85 posts
- Offline
my example above would remove 20% of points
using a modulus is fine if you want to remove a simple amount ie half %2, a third %3 ect
I had another go and realised that to use a percentage instead you could use the following snippet:
int percentage = 75;
if ( @id % 100 < percentage )
{
removepoint( geoself(), @ptnum );
}
using a modulus is fine if you want to remove a simple amount ie half %2, a third %3 ect
I had another go and realised that to use a percentage instead you could use the following snippet:
int percentage = 75;
if ( @id % 100 < percentage )
{
removepoint( geoself(), @ptnum );
}
Technical Discussion » Delete by id %
- megasets
- 85 posts
- Offline
in a attribute wrangle running on points you can use:
int modulus = 5;
if (@id %modulus==0 )
{
removepoint( geoself(), @ptnum );
}
the code above is tested
int modulus = 5;
if (@id %modulus==0 )
{
removepoint( geoself(), @ptnum );
}
the code above is tested
Edited by - Feb. 25, 2016 16:22:00
Technical Discussion » for loop boundry
- megasets
- 85 posts
- Offline
I love the new loops workflow really fast and flexible to work with
however i cannot stand the new convex hulls they drive my OCD to distraction
what I wouldn't give for a square bbox (not a subnet) version to keep my networks tidy
as it stands I have to put nulls in the corners to make a quadrilateral
however i cannot stand the new convex hulls they drive my OCD to distraction
what I wouldn't give for a square bbox (not a subnet) version to keep my networks tidy
as it stands I have to put nulls in the corners to make a quadrilateral
Technical Discussion » connecting vops with hom
- megasets
- 85 posts
- Offline
hi pezetko
thanks for your reply
been having a look at this and i can't get the functionailty i want
it says in the docs:
This object is “read-only”. To create or edit connections, use methods on the node, such as hou.Node.setNamedInput, hou.Node.setInput, hou.Node.setFirstInput, hou.Node.setNextInput, hou.Node.createInputNode, and hou.Node.createOutputNode.
There are no setter functions available on this class that i can find unless i am missing something?
Just to reiterate - my issue is that I want to create connections based on names not indices. There is a helper function on the hou.Node object to convert input names to indices but not output names to indices - i require both
does anyone have any examples ?
any help would be most appreciated
thanks for your reply
been having a look at this and i can't get the functionailty i want
it says in the docs:
This object is “read-only”. To create or edit connections, use methods on the node, such as hou.Node.setNamedInput, hou.Node.setInput, hou.Node.setFirstInput, hou.Node.setNextInput, hou.Node.createInputNode, and hou.Node.createOutputNode.
There are no setter functions available on this class that i can find unless i am missing something?
Just to reiterate - my issue is that I want to create connections based on names not indices. There is a helper function on the hou.Node object to convert input names to indices but not output names to indices - i require both
does anyone have any examples ?
any help would be most appreciated
Technical Discussion » connecting vops with hom
- megasets
- 85 posts
- Offline
hi dedks thanks for the post
I did have a look at this before - isn't this just for existing connections?
Maybe I have the wrong end of the stick
do you have any examples by any chance
I want to connect multiple outputs from a vop to multiple inputs of another vop by name rather than index
many thanks
I did have a look at this before - isn't this just for existing connections?
Maybe I have the wrong end of the stick
do you have any examples by any chance
I want to connect multiple outputs from a vop to multiple inputs of another vop by name rather than index
many thanks
Technical Discussion » Maya Alembic import with Extra Attributes String
- megasets
- 85 posts
- Offline
Technical Discussion » connecting vops with hom
- megasets
- 85 posts
- Offline
Hi there lovely community
I'm wiring our ubershader and am having a bit of a snooze fest wiring uploads of inputs in vops
I have a good naming convention so should be able to script it but am a bit baffled by the
the relevant functions:
outputNames - returns a tuple of connector names
setInput - requires indices
inputnames - tuple of input names
inputindex - gives an index from a name
there is no outputindex function - doh!!
not sure how else to do a lookup by name as i need the relevant output index for the setinput function
anybody have a workaround / alternative method for this?
I'm wiring our ubershader and am having a bit of a snooze fest wiring uploads of inputs in vops
I have a good naming convention so should be able to script it but am a bit baffled by the
the relevant functions:
outputNames - returns a tuple of connector names
setInput - requires indices
inputnames - tuple of input names
inputindex - gives an index from a name
there is no outputindex function - doh!!
not sure how else to do a lookup by name as i need the relevant output index for the setinput function
anybody have a workaround / alternative method for this?
Technical Discussion » @opinput1_P access to individual componenets
- megasets
- 85 posts
- Offline
Technical Discussion » Maya Alembic import with Extra Attributes String
- megasets
- 85 posts
- Offline
i recently had a thread with a similar issue
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42090&highlight=detail [sidefx.com]
as a temp solution:
unpack the geo
attributes on the transform in maya come through as detail attrs
attributes on the shape come through as primitive attrs
you can get to these without unpacking with stylesheets
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42090&highlight=detail [sidefx.com]
as a temp solution:
unpack the geo
attributes on the transform in maya come through as detail attrs
attributes on the shape come through as primitive attrs
you can get to these without unpacking with stylesheets
Technical Discussion » @opinput1_P access to individual componenets
- megasets
- 85 posts
- Offline
don't want to hijac such an important thread
is there another somewhere with more info (and hopefully examples) of the @group_foo syntax in use?
is there another somewhere with more info (and hopefully examples) of the @group_foo syntax in use?
Technical Discussion » vop structs set element equivalent
- megasets
- 85 posts
- Offline
hi rafal
thanks for your examples - very informatve
two points from my end:
1) - @Struct.member syntax is great to know -
does the unexpected behavior in the efficient_modify method happen outside of the local function scope? - ie outside the current vop - if so this is not prohibitive in this case as it is my last operation - i will try to test tomo
2) in my case I am actually trying to dynamically replace a different elemnt in my struct by index. ( all elements are of uniform type vector 4 so type is not an issue). Any vop method would require a prohibitive amount of switches as i could not find a single inut to many outputs switch
Otherwise in vex is there a way of getting and setting the value by index value? I realise the @Struct.element syntax would not work unless i could maybe using hscript `expressions` ? ie @mystruct.`$myindex` and the form @mystruct.1 was valid?
is that supported?
thanks for your examples - very informatve
two points from my end:
1) - @Struct.member syntax is great to know -
does the unexpected behavior in the efficient_modify method happen outside of the local function scope? - ie outside the current vop - if so this is not prohibitive in this case as it is my last operation - i will try to test tomo
2) in my case I am actually trying to dynamically replace a different elemnt in my struct by index. ( all elements are of uniform type vector 4 so type is not an issue). Any vop method would require a prohibitive amount of switches as i could not find a single inut to many outputs switch
Otherwise in vex is there a way of getting and setting the value by index value? I realise the @Struct.element syntax would not work unless i could maybe using hscript `expressions` ? ie @mystruct.`$myindex` and the form @mystruct.1 was valid?
is that supported?
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