I'm also searching how to do that.
I'm not sure but Node tab > Editable Nodes might work.
https://www.sidefx.com/forum/topic/53135/#post-238837 [www.sidefx.com]
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Technical Discussion » Edit editable node inside HDA from outside the HDA?
- onmk2
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Technical Discussion » Procedural implementation of EditSop's "Align Handle: Component" ?
- onmk2
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I found that I can use Edit Sop > Transform parameter > Local Frame > Component.
https://www.sidefx.com/docs/houdini/nodes/sop/edit.html#parameters [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/sop/edit.html#parameters [www.sidefx.com]
Technical Discussion » Procedural implementation of EditSop's "Align Handle: Component" ?
- onmk2
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I made a mistake in calc matrix, it must be not @P*AI, but AI*@P.
but the problem remains. How Houdini decide handle direction of EditSop?
please see scale_tangent_and_normal.hipnc.
but the problem remains. How Houdini decide handle direction of EditSop?
please see scale_tangent_and_normal.hipnc.
vector T = prim(0, "Tangent", pointprims(0, @ptnum)[0]); vector N = prim(0, "N", pointprims(0, @ptnum)[0]); vector B = prim(0, "BiTangent", pointprims(0, @ptnum)[0]); vector R0 = set(T[0], N[0], B[0]); vector R1 = set(T[1], N[1], B[1]); vector R2 = set(T[2], N[2], B[2]); matrix3 A = set(R0, R1, R2); matrix3 AI = invert(A); // scale shape in the coordinate system whose basis is Tangent, Normal, BiTangent v@Pdash = AI * @P; @Pdash[0] = @Pdash[0] * ch("./parmx"); @Pdash[1] = @Pdash[1] * ch("./parmy"); @Pdash[2] = @Pdash[2] * ch("./parmz"); // find result in the coordinate system whose basis is X:{1,0,0} Y:{0,1,0} Z:{0,0,1} @P = A * @Pdash;
Edited by onmk2 - June 4, 2019 21:26:27
Technical Discussion » Procedural implementation of EditSop's "Align Handle: Component" ?
- onmk2
- 10 posts
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By EditSop's “Align Handle: Component”, we can scale one primitive along component direction like below image.
But I would like to scale many primitives along their component directions.
so procedural implementation is required.
I think I can do it if I scale it in Tangent Vector Space, and I wrote code.
But the result of this is not what I want because it is far from EditSop's result.
You can see it in my hipnc file. please see the link at the bottom of post.
Perhaps the problem is that I can't understand how EditSop's “Align Handle: Component” decide each handle direction.
Could you help me how to implement procedurally EditSop's “Align Handle: Component”?
But I would like to scale many primitives along their component directions.
so procedural implementation is required.
I think I can do it if I scale it in Tangent Vector Space, and I wrote code.
vector T = prim(0, "Tangent", pointprims(0, @ptnum)[0]); vector N = prim(0, "N", pointprims(0, @ptnum)[0]); vector B = prim(0, "BiTangent", pointprims(0, @ptnum)[0]); vector R0 = set(T[0], N[0], B[0]); vector R1 = set(T[1], N[1], B[1]); vector R2 = set(T[2], N[2], B[2]); matrix3 A = set(R0, R1, R2); matrix3 AI = invert(A); // scale shape in the "Tangent Vector Space" whose basis is Tangent, Normal, BiTangent v@Pdash = @P * AI; @Pdash[0] = @Pdash[0] * ch("./parmx"); @Pdash[1] = @Pdash[1] * ch("./parmy"); @Pdash[2] = @Pdash[2] * ch("./parmz"); // find result in the coordinate system whose basis is X:{1,0,0} Y:{0,1,0} Z:{0,0,1} @P = @Pdash * A;
But the result of this is not what I want because it is far from EditSop's result.
You can see it in my hipnc file. please see the link at the bottom of post.
Perhaps the problem is that I can't understand how EditSop's “Align Handle: Component” decide each handle direction.
Could you help me how to implement procedurally EditSop's “Align Handle: Component”?
Edited by onmk2 - June 1, 2019 18:20:46
Houdini Indie and Apprentice » How to select primitives inside the edge loop which has been selected ?
- onmk2
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How to select primitives inside the edge loop which has been selected ?
Hi
I have selected a edge loop like this,
then I would like to select primitives like this.
In blender, I can simply use “Select Loop Inner-Region” function.
(https://docs.blender.org/manual/en/latest/modeling/meshes/selecting/advanced.html#loop-inner-region)
But In Houdini, I can't find the function like this.
It would be appreciated if you could tell me how to do it.
Hi
I have selected a edge loop like this,
then I would like to select primitives like this.
In blender, I can simply use “Select Loop Inner-Region” function.
(https://docs.blender.org/manual/en/latest/modeling/meshes/selecting/advanced.html#loop-inner-region)
But In Houdini, I can't find the function like this.
It would be appreciated if you could tell me how to do it.
Edited by onmk2 - Jan. 21, 2019 22:32:11
Technical Discussion » How to get smooth like in Maya ?
- onmk2
- 10 posts
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this may be helpful.
http://www.sidefx.com/docs/houdini/render/subdivision.html [www.sidefx.com]
http://www.sidefx.com/docs/houdini/render/subdivision.html [www.sidefx.com]
Select the object.
In the parameter editor, click the Render tab.
Turn on Render polygons as subdivision (Mantra).
An object that is rendered as subdivision does not automatically display as subdivided in the 3D view. If you want to see the object as subdivided in the view, you need to also set Display as.
Technical Discussion » Undo selection, only one operation of selection ?
- onmk2
- 10 posts
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In 17.0.352 and 17.0.389, I can't undo by Ctrl + Z.
But I can undo it just by Ctrl + Z in the latest daily build 17.0.438 which I installed today.
so, yeah, I had to just hit undo.
Thanks jsmack.
But I can undo it just by Ctrl + Z in the latest daily build 17.0.438 which I installed today.
so, yeah, I had to just hit undo.
Thanks jsmack.
Technical Discussion » Undo selection, only one operation of selection ?
- onmk2
- 10 posts
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Hi
I want to undo selection of only one operation.
Is there any way to do it?
if what I mean is difficult to understand, please see below.
# Example of “undo one operation of selection”
1. I have selected primitives like this.
https://imgur.com/a/cFNhi9O [imgur.com]
2. I have wanted to add selection and get result like this.
https://imgur.com/a/oRMjenl [imgur.com]
3. But I have wrongly selected. Mistakenly, I did not add but replace selection.
https://imgur.com/a/2mh6Wo0 [imgur.com]
4. I want to go back to this selection.
https://imgur.com/a/cFNhi9O [imgur.com]
In other words, I want to “undo one operation of selection”.
In this case, what I want to undo is 3.
# Question
Doesn't Houdini have feature to undo one operation of selection?
If so, is there any workaround?
I want to undo selection of only one operation.
Is there any way to do it?
if what I mean is difficult to understand, please see below.
# Example of “undo one operation of selection”
1. I have selected primitives like this.
https://imgur.com/a/cFNhi9O [imgur.com]
2. I have wanted to add selection and get result like this.
https://imgur.com/a/oRMjenl [imgur.com]
3. But I have wrongly selected. Mistakenly, I did not add but replace selection.
https://imgur.com/a/2mh6Wo0 [imgur.com]
4. I want to go back to this selection.
https://imgur.com/a/cFNhi9O [imgur.com]
In other words, I want to “undo one operation of selection”.
In this case, what I want to undo is 3.
# Question
Doesn't Houdini have feature to undo one operation of selection?
If so, is there any workaround?
Edited by onmk2 - Dec. 25, 2018 10:11:36
Technical Discussion » Copy SOP & Instancing Attributes
- onmk2
- 10 posts
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Thank you for your information. this is so great.
I wish if side FX people add your post into official document.
I wish if side FX people add your post into official document.
Houdini Learning Materials » Edge Loop And Poly Split SOP's Not Working???
- onmk2
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