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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 May 17, 2019 17:57:25
jsmack
Is it possible to specify individual vertices to be unshared in this way? Selecting a point would create new points for all vertices at that point, rather than specific ones.
Please feel free to submit an RFE for it.
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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 May 17, 2019 15:28:46
McNistor
and define a point group prior to that
The group select button next to the group parameter should work too, but yes, it's not ideal. In tomorrow's build, Houdini 17.5.260 the Facet SOP selector should support points; it was a bug on my part that it didn't, since the selector should normally correspond with what the group supports. It's still not ideal, because of discoverability and Unique Points being off by default, as people have pointed out, but hopefully it helps.

McNistor
You're most likely aware of this, reason for which I'm hopeful we're going to get an improved workflow.
Thank-you for the vote of confidence.
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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 May 16, 2019 16:44:09
McNistor
Not sure if I'm missing something, but doesn't this node operate on polys only?
The Unique Points option will work on primitives of any types. Also, Facet in 17.5 can accept a point group, in which case any points in the group with multiple vertices on them will be duplicated.

tamte
I'd vote for Point Split SOP
A Point Split SOP would be clearer than Facet, and it could replace Primitive Split and Vertex Split if it had an optional primitive or vertex attribute pattern to split by, (defaulting to splitting all points in the group, if the attribute pattern is not enabled).
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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 May 16, 2019 11:21:43
McNistor
As a side note, is the Snap shelftool broken? Selecting two points does nothing for Snap, however if I select Fuse and uncheck “Fuse Snapped Points”, it works as expected.
This was hopefully fixed in 17.5.253:

Fixed a bug where the Fuse SOP wasn't always recooking correctly when fusing is off, i.e. just snapping points.

If it's not fixed, it'd be helpful if you could file a bug for it. Thanks!
Edited by neil_math_comp - May 16, 2019 11:23:57
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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 May 16, 2019 11:17:36
Irinel
Okay, I think with “convert line” and a “facet” node I can get the same result. But anyways, was cool to do that task in one node.
A Facet node's Unique Points option should do the same thing as the Unique option on the previous Fuse SOP; it will leave primitives unchanged and just create new points where points were previously shared, rewiring existing vertices to them. Convert Line creates a separate polygon curve primitive for each edge in the input.
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Technical Discussion » What's with the new fuse/snap SOPs?

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neil_math_comp
1743 posts
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 March 18, 2019 11:47:38
Sorry. I fixed the issue reported at the top a month ago, but forgot to backport the fix to the public build. It should be fixed in 17.5.200.

Target Group is not used by default, so that the behaviour is similar to the previous behaviour. If you would like an option to select both, that may be possible with a separate shelf tool, but I don't know immediately, so please submit an RFE.
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Technical Discussion » Houdini Indie different versions on a single PC

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neil_math_comp
1743 posts
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 Dec. 4, 2018 16:40:00
Try downloading and installing the latest production build of Houdini 16.0 from https://www.sidefx.com/download/daily-builds/#category-gold [www.sidefx.com] There was a crash on startup (or near startup) due to a Windows 10 update breaking compatibility that has been worked around recently, so we put out another Houdini 16.0 production build.
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Technical Discussion » Trace object outline in ortho view

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neil_math_comp
1743 posts
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 Dec. 4, 2018 16:36:21
It looks like it works to just do: Triangulate 2D, Group unshared edges (making sure to turn off the “Base Group” toggle), Dissolve the edge group with “Delete Non-Selected” for Operation and “Remove Inline Points” off.
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Technical Discussion » Hhow can I invert a SDF ..?

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neil_math_comp
1743 posts
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 Dec. 3, 2018 10:32:37
A caveat: I just checked with Convert, and it looks like Convert produces polygons that have opposite winding from the original, unless Invert Sign is on or the SDF has been otherwise inverted. Using VDB from Polygons and Convert VDB gives self-consistent results, though to invert it with the Volume Wrangle snippet above, you'll need to turn on Bind Each Volume to Density.
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Technical Discussion » Hhow can I invert a SDF ..?

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neil_math_comp
1743 posts
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 Dec. 3, 2018 10:16:41
ashishjasuja935
Hi ndickson,
Thanks alot for your inputs but again its not visible at all in viewport by using mentioned techniques. It might be working but not visible. Any more inputs ??
If you invert an SDF, the result should look exactly the same, since it's representing the same surface, just with an opposite implied normal direction. The Invert Sign option on IsoOffset is working. @density *= -1;in a Volume Wrangle is also working. You can check this using the volumeminvalue and volumemaxvalue intrinsics in the primitives tab of the Geometry Spreadsheet.

That said, since there's now a blue tint in the viewport on backface polygons by default, maybe the same sort of blue tint should be applied to backface SDF surfaces.
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Houdini Indie and Apprentice » How to add atmosphere in Houdini?

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neil_math_comp
1743 posts
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 Nov. 29, 2018 17:33:22
lookdev
i have noticed an arrogance in some older houdini users. Is this how you welcome new houdini users? Is this what the Houdini community stands for?
Don't take it personally. He was more taking a joking jab at us for not having an easier way, because ideally, there would be something built-in to make it easy. I think he agrees that there should be an easier way and was just being sarcastic, while possibly pointing out something he's actually had to go through to get it to work in production.

If you just want a uniform volume, you can create one fairly easily with a Volume SOP [www.sidefx.com] in its own Geometry object. The first component of the Initial Value parameter will be the density of the volume. You can use the bbox expression function [www.sidefx.com] to reference the size and centre of the heightfield, if it might be changing, or you can just type in the size and centre.

If you want something fancier with clouds, there are various tutorials online about how to make clouds in Houdini with the VDB tools.

Hopefully some of that was helpful.
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Houdini Indie and Apprentice » Apprentice version won't install properly.

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neil_math_comp
1743 posts
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 Nov. 14, 2018 13:13:31
Does your Windows username contain non-ASCII characters? Houdini on Windows currently has some issues handling file paths containing non-ASCII characters, unfortunately. If that's the issue you're hitting, you could try making a new user account with just ASCII characters in it. Houdini on Linux supports unicode paths better, so that could be an option too.
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Technical Discussion » utf8 error when lauching houdini and can't render

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neil_math_comp
1743 posts
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 Nov. 8, 2018 11:01:20
It's good that you got it working. Hopefully one day unicode paths will work more smoothly in Houdini on Windows. Linux adopted UTF8 natively, so unicode paths apparently work a lot more reliably in Houdini on Linux, without requiring a huge overhaul of how paths are managed in the software.
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Technical Discussion » utf8 error when lauching houdini and can't render

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neil_math_comp
1743 posts
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 Nov. 7, 2018 14:57:16
Houdini doesn't currently support any file paths with non-ASCII characters in them on Windows, so it might be related to that if you have a Windows user directory path that contains a non-ASCII character, e.g. C:/Users/cécilemight or might not lead to problems with the é.

(That said, it seems a little unexpected to me that it's looking for the asset_store directory, unless you're using assets from Orbolt, but maybe that's normal.)
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Houdini Indie and Apprentice » How to get bounding box with a VEX expression

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neil_math_comp
1743 posts
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 Nov. 7, 2018 10:34:27
Parameters only support HScript (the default language) or Python (if you set the parameter's language to Python), not VEX. bbox(0,D_XSIZE)seems to work.

If you really want to use VEX, you can use an Attribute Wrangle with Run Over set to Detail to write the bounding box size to a detail attribute like @length = getbbox_size(0).x;, then read the detail attribute from the parameter like detail(0,"length",0), or something similar.

Hopefully one of those is what you were looking for.
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Houdini Indie and Apprentice » Vex ignoring an "if" statement (?)

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neil_math_comp
1743 posts
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 Nov. 2, 2018 18:39:34
animationalex
What I was hoping this code would do is that when Houdini evaluates the node, it see the switch is at 1, runs the code, then turns off the switch so it will stop changing the values it is assigning when it changes frame number and evaluates again.
SOPs always read from their input and write to their output. They don't read from their previous output, (except sometimes for performance optimization, but it's required to be as if it read from its input).

If you want changes over time, you'll either need to change the condition to be something explicitly time dependent, like if (@Time == 0), or you'll need to use a Solver SOP, which uses DOPs internally to be able to operate on geometry of previous frames. It doesn't sound like you'll probably need either of those in this case, since you can probably just reorganize your network with the data flow of SOPs in mind, though I don't know enough about what you're trying to do to say for certain.

Hopefully that helps clarify things a bit.
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Houdini Indie and Apprentice » Vex ignoring an "if" statement (?)

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neil_math_comp
1743 posts
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 Nov. 2, 2018 18:18:32
animationalex
When I created the attribute with “attribute create” in the node above it, it is set to 1.
Oh, sorry, I don't understand. If the attribute is 1 in the input, VEX should be acting as if it's 1, unless you've set it to 0 somewhere before the if statement. If it's 1 in the input, the VEX code you posted sets it to 0, so it'd be 0 in the output either way.
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Houdini Indie and Apprentice » Vex ignoring an "if" statement (?)

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neil_math_comp
1743 posts
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 Nov. 2, 2018 17:24:19
Hi! What version and build number of Houdini are you using? Is Pswitch 0 in the input geometry, or just in the output geometry? If you're using 16.5, does this still happen in 17.0? If it's happening in 17.0, could you submit a bug report?
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Technical Discussion » Beginner UV question: Adding a second UV channel in Houdini 16+ [Solved]

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neil_math_comp
1743 posts
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 Oct. 25, 2018 18:16:42
Either the shader needs to be changed to use the attribute you'd like it to use in the way you'd like it to use that attribute, or you'll need to rename the attribute to uv. If you just want to visualize it, you can use Attribute Swap or Attribute Rename and then UV Quick Shade.
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Technical Discussion » Beginner UV question: Adding a second UV channel in Houdini 16+ [Solved]

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neil_math_comp
1743 posts
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 Oct. 25, 2018 13:53:11
raparicio0
How do you control which uvset is displayed in the viewport?
When you're in the UV viewport, the dropdown that would have (in the perspective viewport) controlled which camera is being viewed through, instead controls which texture coordinate attribute is displayed. The menu is automatically populated based on the currently displayed geometry's attributes. Hopefully that's what you were looking for.
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