I see. :evil:
Thanks!
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Houdini Lounge » import attribute vop with multiple component attributes
- pip31
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Houdini Lounge » import attribute vop with multiple component attributes
- pip31
- 17 posts
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What if you have an attribute which does not fit one of these data types though?
For example a 6 component integer attribute, and I want to grab the fifth component via the import attribute vop?
For example a 6 component integer attribute, and I want to grab the fifth component via the import attribute vop?
Houdini Lounge » import attribute vop with multiple component attributes
- pip31
- 17 posts
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Hello,
How do I get at specific components of an attribute via the import attribute vop?
For example, if I have a multi component integer attribute, say with 4 components, how do I access the second, third and fourth components? I don't see anyway of grabbing anything but the first component on the import attribute vop.
I tried specifying it as a data type that would expect multiple components, but this didn't work either..
Thanks!
How do I get at specific components of an attribute via the import attribute vop?
For example, if I have a multi component integer attribute, say with 4 components, how do I access the second, third and fourth components? I don't see anyway of grabbing anything but the first component on the import attribute vop.
I tried specifying it as a data type that would expect multiple components, but this didn't work either..
Thanks!
Technical Discussion » lighting a point cloud
- pip31
- 17 posts
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So, this is for a project, I have a particle simulation of spray off a wave, and my lecturer says I need to have normals on the particles/the point cloud to pass it to my partner who is lighting it. At the moment I can't get hold of either of them, so is it as simple as adding N with a facet sop and that's it?
I'm not sure about the concept?
I'm not sure about the concept?
Technical Discussion » lighting a point cloud
- pip31
- 17 posts
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Hello,
Can someone explain how adding normals to point clouds alters the way a point cloud will render? Is there any discussion threads of this anyone knows of?
Thanks!
Pip.
Can someone explain how adding normals to point clouds alters the way a point cloud will render? Is there any discussion threads of this anyone knows of?
Thanks!
Pip.
Houdini Lounge » newbie rotation question
- pip31
- 17 posts
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Sorry, not explaining very well I guess!
I want to be able to calculate the rotation without knowing the the current rotation values. For example if I file in a cube which is rotated to some random rotation on x, y and z, but I don't have access to these values, so I need to calculate them somehow.
I want to be able to calculate the rotation without knowing the the current rotation values. For example if I file in a cube which is rotated to some random rotation on x, y and z, but I don't have access to these values, so I need to calculate them somehow.
Houdini Lounge » newbie rotation question
- pip31
- 17 posts
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Oh yes sorry, I mean I want to be able to calculate the rotation vector and negate it. I.e. reset the rotation procedurally.
Houdini Lounge » newbie rotation question
- pip31
- 17 posts
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Hello,
If I have some geometry, say a box, which is at a random rotation and position, how do I return that box to the origin with rotation of 0,0,0?
Thanks!
If I have some geometry, say a box, which is at a random rotation and position, how do I return that box to the origin with rotation of 0,0,0?
Thanks!
Houdini Lounge » opacity and alpha
- pip31
- 17 posts
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So opacity is how transparent my object will appear in rgb, and alpha is stuffing a representation of how transparent my rgb is into, well, alpha.
Right?
Right?
Houdini Lounge » opacity and alpha
- pip31
- 17 posts
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Can someone pleeease explain the difference between opacity and alpha (Of and Af in vops) to me?! Surely they are the same thing. I read the help and I don't understand the explanation!
Houdini Lounge » noise to stick to a volume??
- pip31
- 17 posts
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Can someone tell me how to stick noise to a moving volume? I just can't get it to work. I'm familiar with using a rest position to stick textures to geometry etc. but just can't get noise to travel with a moving volume.
Please see hip file attached. How do I get the noise to stick to the moving sphere?
Thanks,
Pip.
Please see hip file attached. How do I get the noise to stick to the moving sphere?
Thanks,
Pip.
Houdini Lounge » Cusp Normals
- pip31
- 17 posts
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I hear the term ‘cusp normals’ a lot.
Can someone explain to me what this is/what this means how I do it and why it is done?!
Thanks.
Can someone explain to me what this is/what this means how I do it and why it is done?!
Thanks.
Houdini Lounge » evaluating relative ref to abs ref with python
- pip31
- 17 posts
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Houdini Lounge » evaluating relative ref to abs ref with python
- pip31
- 17 posts
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Say I have a relative reference in a node parm like this:-
ch(“../../geo2/box/sizex”)
What's the easiest/most efficient way to get the absolute path to the parm and/or node the relative ref is pointing to using python?
Thanks!
ch(“../../geo2/box/sizex”)
What's the easiest/most efficient way to get the absolute path to the parm and/or node the relative ref is pointing to using python?
Thanks!
Houdini Lounge » volume compress/tiles
- pip31
- 17 posts
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Houdini Lounge » volume compress/tiles
- pip31
- 17 posts
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Hello,
I am playing with the volume tools in Houdini for the first time. In the volume compress node, the help card talks about ‘tiles’ a lot. For example:-
“No Recompress
Even if the compression settings are changed, the tiles will not be recompressed.”
What does it mean by ‘tiles’?!
Thanks!
I am playing with the volume tools in Houdini for the first time. In the volume compress node, the help card talks about ‘tiles’ a lot. For example:-
“No Recompress
Even if the compression settings are changed, the tiles will not be recompressed.”
What does it mean by ‘tiles’?!
Thanks!
Houdini Lounge » Quaternians
- pip31
- 17 posts
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Hello,
Can someone explain to me what quaternions are, and why they are useful for fx?
I know they are something to do with rotation, but I don't know what!
Can someone explain to me what quaternions are, and why they are useful for fx?
I know they are something to do with rotation, but I don't know what!
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