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Houdini Indie and Apprentice » Store Attribute data Over Time

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nazimba
21 posts
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 Sept. 2, 2024 17:34:41
ObeidaZakzak
Hello,

Using the Solver SOP is of course the way to do what you are looking for, but the Attribute Wrangle inside is missing something to make it work as intended.

If you want to keep the previously written value, then you have to store it in a variable and return it when the "if" statement condition is not satisfied.


// get current pos attrib value
float pos = detail(0, "pos");

// initialize offset value to add to pos attrib
// when "if" statement is not satisfied then offset is 0 and will not affect pos attrib value
float offset = 0;

// sin function values are always between -1 and 1
// enter "if" statement only when sin value is between 0 and 1
float signal = sin(@Time * chf('speed'));
if (signal >= 0) {
    offset = chf('units') * signal;
}

setdetailattrib(0, "pos", pos + offset, "set");

Not sure why you need velocity from another geometry, you can find an example with velocity as well in the hip file.


This is exactly what I needed to understand Houdini's logic regarding the memory of variables!
Believe it or not, this opens up a world of possibilities for implementing ideas.
I believe you are a social benefactor operating within the jurisdiction of the galaxy.
Thank you very much for your help Obeida.
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Houdini Indie and Apprentice » Store Attribute data Over Time

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nazimba
21 posts
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 Aug. 31, 2024 17:14:49
Thank you very much Yunus for insisting on something so simple for you. The idea is to take the values ​​of a sin() function but only when it is growing between 0 and 1, with the objective of obtaining a variable "pos" that grows indefinitely in an intermittent manner, guided by the determined rhythm of the sin function. I would like to do it without depending on keyframes to understand this particular Houdini logic.
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Houdini Indie and Apprentice » Store Attribute data Over Time

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nazimba
21 posts
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 Aug. 21, 2024 08:57:49
animatrix_
preserve history over time

I am honored by your response Yunus. I cannot get the attribute "pos" to grow procedurally at the pace of a caterpillar. Always forward but with pauses. I am trying to do it with Solver SOP. I sense that this is a key point to understand Houdini's logic. In any other environment you simply store the information in a variable. Here it seems to start from scratch every frame.
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Houdini Indie and Apprentice » Store Attribute data Over Time

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nazimba
21 posts
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 Aug. 20, 2024 22:45:56
Hello everyone! Is it possible to keep an attribute with the last written value even when it is not being rewritten?

I have observed that when the attribute wrangle does not save that function for example due to a conditional, the attribute disappears.
I have a scene in which I need to save the position information over time to resume it later incrementally.

My intention is to increment an attribute intermittently, so that it grows without going back to zero when it is not being written.

I attach the scene with the example given in the detail attribute.
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Houdini Indie and Apprentice » Redshift 22GB of VRAM just to render these few splines? Please help!

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nazimba
21 posts
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 July 13, 2024 08:44:28
Hello Jacquesf! Thanks for your explanation. I am a regular user of Octane/C4D and the speed of loading and preparing the render of Octane in Cinema4D is actually much faster than here with Houdini 19.5/Redshift 3.5. There is no point in comparison, on a day-to-day basis, working so slowly to preview is a real kick in the ass.

Any way to speed up all this? Maybe some setup that can load the geometries faster in Redshift/Houdini?
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Houdini Indie and Apprentice » Redshift 22GB of VRAM just to render these few splines? Please help!

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nazimba
21 posts
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 July 12, 2024 13:20:49
24gb of vram just to render these splines? Please help with this, I'm doing something wrong with Houdini + Redshift, it can't take 22gb of VRAM just for these few items. I attach photos and the scene to understand the correct way to send this to render.
Edited by nazimba - July 13, 2024 08:39:53
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Houdini Indie and Apprentice » Does Vellum breaks/multiply the curves after the node?

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nazimba
21 posts
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 July 12, 2024 10:51:10
I don't understand why when I enter with my curves they are merged perfectly and when the curves leave the Vellum node they are completely duplicated and multiplied?
I am attaching a screenshot of the Network View and the scene.
How I can avoid this?
Edited by nazimba - July 13, 2024 08:45:51
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Houdini Indie and Apprentice » Limit point members in a Group Expression

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nazimba
21 posts
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 July 10, 2024 07:26:47
Hello Kodra! I imagined it, thanks for taking the time to put together your solution.
It is also possible to do it with an additional wrangle attribute:

int grp[] = expandpointgroup(0,"end");
int count = len(grp)-chi('count');

for (int i = 0; i < count; i++) {
 setpointgroup(0, "end", grp[i], 0);
}

Hard to believe that it is not possible to do this within the same expression.
Perhaps generating a loop that encapsulates the point selection expression?
But I don't know if you can do this.
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Houdini Indie and Apprentice » Limit point members in a Group Expression

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nazimba
21 posts
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 July 9, 2024 16:03:05
Hello everyone! I want to add a condition to limit points in a group inside a Group Expression. Is that posible?

len(expandpointgroup(0, "end")) < chi('max_results') && (@P.y > chf('min')) && (@P.y < chf('max')) && rand(@elemnum,chi('seed')) < chf('chance');

I have also tried with:

(npointsgroup(0,"end") < chi('max_results')) && chi('max_results') && (@P.y > chf('min')) && (@P.y < chf('max')) && rand(@elemnum,chi('seed')) < chf('chance');
Edited by nazimba - July 9, 2024 16:53:51
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Houdini Indie and Apprentice » Single line Python Callback Script from Toggle Button

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nazimba
21 posts
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 July 3, 2024 13:08:14
For anyone interested in creating a single line Callback Script to turn nodes on/off from a Toggle Button, here is the code tested and working.
What I did was create a list of nodes and evaluate it with the Lambda function to avoid external files or the unnecessary creation of HDA containers, so this way I can choose which nodes to target.

(lambda bypass_value: [hou.node(path).bypass(bypass_value) for path in hou.parm("/obj/SCENE_001/CTRL/bypassNodes").eval().split()])(hou.parm("/obj/SCENE_001/CTRL/bypass").eval())

Long live to Houdini!

...
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Houdini Indie and Apprentice » Read Toggle Button with Python Expression

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nazimba
21 posts
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 July 3, 2024 11:44:44
For anyone interested in creating a single line Callback Script to turn nodes on or off from a Toggle Button, here is the code tested and working.
What I did was create a list of nodes and evaluate it with the Lambda function to avoid external files or the unnecessary creation of HDA containers, so this way I can choose which nodes to target.
Thanks to ObeidaZakzak's suggestions!

Python script:
(lambda bypass_value: [hou.node(path).bypass(bypass_value) for path in hou.parm("/obj/SCENE_001/CTRL/bypassNodes").eval().split()])(hou.parm("/obj/SCENE_001/CTRL/bypass").eval())

Long live to Houdini!

.....
Edited by nazimba - July 3, 2024 11:49:18
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Houdini Indie and Apprentice » Read Toggle Button with Python Expression

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nazimba
21 posts
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 July 3, 2024 08:00:28
ObeidaZakzak
Hello,

A parameter expression should be used to set that parameter's value. You are attempting to read this parameter's vlaue in an expression that's is meant to set it, so no wonder that it's finishing with an infinit loop.

Take a look at parameter callbacks instead as they sound to fit your need of triggering an event when clicking on the toggle parm.

Thank you very much ObeidaZakzak. I really didn't know. These are the details that appear as one begins to navigate the deep waters of Houdini.

viklc
Hi, an expression always has a return value, since you feed the same parm with its value you will get an infinite loop.

If you have more than one line of code, you need a return statement, and you don't need to import hou inside expressions, that's done by default. You can simply write pwd().parm('...')...

Wow! This is key to operating with expressions in this context. Thank you very much viklc!
Thank you very much everyone, this forum is great.
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Houdini Indie and Apprentice » Read Toggle Button with Python Expression

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nazimba
21 posts
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 July 2, 2024 13:43:44
Hello! I am not understanding why in this context of expressions in python I cannot read the state of the on/off button, I have tried several functions but they crash the machine in an infinite loop.
My idea is to read the state of the button to activate or deactivate the 'Bypass' button of a node.
Thanks in advance!
Edited by nazimba - July 3, 2024 08:00:50
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Houdini Indie and Apprentice » Display Flag and Lights Problem

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nazimba
21 posts
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 July 1, 2024 11:07:19
In case anyone is interested, here is the solution. You simply have to point to the parent in the expression, instead of the light itself. In this way, when you turn off the subnet display, the light turns off. Thanks Mike_A!

hou.node("..").isDisplayFlagSet()
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Houdini Indie and Apprentice » Display Flag and Lights Problem

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nazimba
21 posts
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 July 1, 2024 10:45:47
Wow Mike_A, this forum is awesome. I think it is the right direction. I'm pretty close now thank to you.
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Houdini Indie and Apprentice » Sort Vector Array by Y Value in VEX

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nazimba
21 posts
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 June 28, 2024 19:40:25
Hello everyone! I need to reorder an array of vectors from smallest to largest according to the Y values. Is this possible?
I have tried to do it with the usual comparison with nested arrays but for some reason it is not working for me when removing the indexes at run time from the arrays with the pop() function.
The intention is to create an upward curve taking into account the Y values.
I am attaching an example scene with an Add node and an Attribute Wrangle with the simplified code.
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Houdini Indie and Apprentice » Display Flag and Lights Problem

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nazimba
21 posts
Offline
 June 27, 2024 21:08:29
The idea is to consider each Subnet as a scene independent of the rest and that when turning off the Subnet from the blue button on the node, its lights do not interfere with the lighting of other scenes of other Subnets. Nothing to do with light linking. I have simply noticed that when turning off a Subnet, the lights remain on, making it impossible to set up several light setups on different Subnets. Maybe there is another way to do this? Would Solaris be the best path for this?
Thank you for your time analyzing this situation!
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Houdini Indie and Apprentice » How to select the node with display flag?

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nazimba
21 posts
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 June 27, 2024 17:42:48
Hello raincole! Thank you for taking the time to send the code. Where would you run it? In a python node inside any Geo node? In the middle of the node stream of any project? Or directly in a python node at object level? Or better in a callback button? I ask this to understand how you would think about structuring many scenes so that it does not become a problem later.
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Houdini Indie and Apprentice » Display Flag and Lights Problem

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nazimba
21 posts
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 June 27, 2024 14:27:28
Hello everyone! I have noticed that when the display flag is turned on or off the lights stay on. Is there a way to read the display flag to activate or deactivate the lights via Copy/Paste Relative References? I have also seen that there is an additional parameter in the nodes UI called "Display" that is redundant with the blue Display Flag of the Houdini nodes but also works in the same way.
My intention is to be able to have independent scenes on each Subnet and turn them off and on without the lights and other elements of these scenes interfering with the others.
I have been looking for a way to solve this but I don't understand how this is not possible in a program as robust and advanced as Houdini.
I have attached an example scene and a screenshot that clarifies the problem.
Edited by nazimba - June 27, 2024 14:30:09
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Houdini Indie and Apprentice » Drive transformations at object level from inside a node.

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nazimba
21 posts
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 June 27, 2024 08:20:31
Hi EZiniT! Thanks for taking the time to put that scene together. Of course it's another good way to think about the problem, but it doesn't answer the question about how to read attribute data through expressions. I think I have found the solution, it is simpler than I thought.

point("../camera_morph/OUT_Tx", 0, "P", 0)
point("../camera_morph/OUT_Tx", 0, "P", 1)
point("../camera_morph/OUT_Tx", 0, "P", 2)
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