Wow tamte! You never cease to amaze me…what you showed is exactly what I was trying to achieve.
I think the reason I had no idea how to do what you were suggesting, was that I had no idea this ‘map_base’ paramter existed.
Thanks !
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Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Tamte, I'm still trying to grasp how to apply materials like you would a lambert in Maya, all I want is to have a basic test texture…that's kind of why I'm using a uvquickshade for ease.
Nevertheless, with the method I had a screenshot of, Houdini is still rendering only one texture
Nevertheless, with the method I had a screenshot of, Houdini is still rendering only one texture
Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Tamte/anim,
I tried what you suggested on odforce, and I'm probably doing something wrong.
I've gotten as far as to store the filepaths in a primitive string attribute, but in a ForEach I'm trying to assign a UVQuickshade with the texture path the string attribute.
The UVquickshade filepath field and the attributecreate have the same expression to generate the filename…so why am I only seeing one texture
I tried what you suggested on odforce, and I'm probably doing something wrong.
I've gotten as far as to store the filepaths in a primitive string attribute, but in a ForEach I'm trying to assign a UVQuickshade with the texture path the string attribute.
The UVquickshade filepath field and the attributecreate have the same expression to generate the filename…so why am I only seeing one texture
Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Tamte, I was actually just using dummy boxes to test it out.
My goal is to create multiple UVQuickshade nodes with a button (done) but then to have them automatically connect to a switch so I can randomly assign the materials to different objects.
Basically to add and remove multiple materials(with texture map) with just a button…
My goal is to create multiple UVQuickshade nodes with a button (done) but then to have them automatically connect to a switch so I can randomly assign the materials to different objects.
Basically to add and remove multiple materials(with texture map) with just a button…
Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Wow, thank you Tamte! What you suggested works like I want…looks like I was looking for the wrong thing
Edit:
Actually, the multiparm is working, but what I want is to have a button create a number of nodes based on the multiparm value,
If I put this in the callback script of the button an Invalid syntax error:
n = hou.ch('obj/geo_boxes/numboxes')
range = (0, n)
for i in range:
hou.copyNodesTo( , hou.node(“/obj/geo_boxes”) )
I get no error when I do it in the python shell What is going wrong?
Edit:
Actually, the multiparm is working, but what I want is to have a button create a number of nodes based on the multiparm value,
If I put this in the callback script of the button an Invalid syntax error:
n = hou.ch('obj/geo_boxes/numboxes')
range = (0, n)
for i in range:
hou.copyNodesTo( , hou.node(“/obj/geo_boxes”) )
I get no error when I do it in the python shell What is going wrong?
Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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To illustrate my point a bit clearer, if you look at the ADD node, in the points tab there is a ‘ + ’ to the right of the number of points field, this button does exactly what I want but I can't find it back when I try to edit the interface…
Update:
After looking into the hou.ParmTemplateGroup in the houdini help, I think I should be trying to use this:
insertAfter(self, name_or_parm_template_or_indices, parm_template)
My issue is my lack of knowledge on this part…I wouldn't know how to structure this on the callback of a button :?
Update:
After looking into the hou.ParmTemplateGroup in the houdini help, I think I should be trying to use this:
insertAfter(self, name_or_parm_template_or_indices, parm_template)
My issue is my lack of knowledge on this part…I wouldn't know how to structure this on the callback of a button :?
Technical Discussion » Simple button to add more parameters
- samboosa
- 26 posts
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Hello!
From what I've read, adding parameters automatically to an interface is something that can be done with Python, but most of the examples are too specific to relate to my current goal.
What I want to achieve simply is to have a simple button in an interface that, onclick, will add labelled file path fields in the same interface.
Forgive my novice question, I'm trying to use Python but I hardly have any knowledge of it
Thanks,
- Samboosa.
From what I've read, adding parameters automatically to an interface is something that can be done with Python, but most of the examples are too specific to relate to my current goal.
What I want to achieve simply is to have a simple button in an interface that, onclick, will add labelled file path fields in the same interface.
Forgive my novice question, I'm trying to use Python but I hardly have any knowledge of it
Thanks,
- Samboosa.
Houdini Indie and Apprentice » Flatten Polywire
- samboosa
- 26 posts
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Hello again!
When I have a set of branching wires (like from an L-System), I can apply a polywire so that polygon tubes are carefully blending into each other.
I can not set the number of divisions to 2 so…
Does anyone have any ideas how I could essentially get a 2D-flat polywire, or at least how I could manipulate the result of a polywire to become flat (like branching roads)…
When I have a set of branching wires (like from an L-System), I can apply a polywire so that polygon tubes are carefully blending into each other.
I can not set the number of divisions to 2 so…
Does anyone have any ideas how I could essentially get a 2D-flat polywire, or at least how I could manipulate the result of a polywire to become flat (like branching roads)…
Houdini Indie and Apprentice » Cut curve at XYZ value
- samboosa
- 26 posts
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Hello!
My situation is this;
I have a set of multiple curves which intersect each other (but not themselves) and while I can find the points where they intersect (foreach system), is there a quick and easy way to split each curve at specific XYZ values?
Thanks,
- Samboosa.
My situation is this;
I have a set of multiple curves which intersect each other (but not themselves) and while I can find the points where they intersect (foreach system), is there a quick and easy way to split each curve at specific XYZ values?
Thanks,
- Samboosa.
Technical Discussion » Using Python to connect points
- samboosa
- 26 posts
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Hello again!
I am creating several layers of points like this:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
When I try to create a polygon for each layer of points, by storing it in a list like this:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
coord.append(pos)
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
for position in coord:
point = geo.createPoint()
point.setPosition(position)
poly.addVertex(point)
I get vertically connected polygons…(See image 2)
My question is, how can I create a polygon for each layer instead of for the whole list?
…I somehow get the feeling that it has to do with my placement of the geo.createPolygon or the list…
I am creating several layers of points like this:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
When I try to create a polygon for each layer of points, by storing it in a list like this:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
coord.append(pos)
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
for position in coord:
point = geo.createPoint()
point.setPosition(position)
poly.addVertex(point)
I get vertically connected polygons…(See image 2)
My question is, how can I create a polygon for each layer instead of for the whole list?
…I somehow get the feeling that it has to do with my placement of the geo.createPolygon or the list…
Technical Discussion » Re-sorting point numbers with python
- samboosa
- 26 posts
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Graham,
Instead of sorting points, would it be possible to dynamically create lists in Python based on a parameter, and then appending any amount of points to these lists based on their attribute value?
In layman:
list 1
list 2
list x…
if point Cd value = 1
append point to list 1
Instead of sorting points, would it be possible to dynamically create lists in Python based on a parameter, and then appending any amount of points to these lists based on their attribute value?
In layman:
list 1
list 2
list x…
if point Cd value = 1
append point to list 1
Technical Discussion » Simple Python copy-like sop
- samboosa
- 26 posts
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Thanks for your reply!
I already solved my problem with:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
My reason? I want to have a central place in which I can manipulate a specific type of geometry. I didn't want a copy sop, because this way I can duplicate points and create attributes in one!
My next step is to create a line connecting each point per level attribute, this should avoid me having to use an ‘add’ sop.
I already solved my problem with:
for point in geo.points():
for i in range(-1,levels):
if i == -1:
pos = point.position()
else:
pos = point.position() + hou.Vector3((0, level_height,0))
point = geo.createPoint()
point.setPosition(pos)
point.setAttribValue(pointlevel, i+1)
point.setAttribValue(building, cluster)
rdg
Any reason why you can use a copySOP, apart from this being slower?
My reason? I want to have a central place in which I can manipulate a specific type of geometry. I didn't want a copy sop, because this way I can duplicate points and create attributes in one!
My next step is to create a line connecting each point per level attribute, this should avoid me having to use an ‘add’ sop.
Houdini Indie and Apprentice » Rotate Normals 90 degrees
- samboosa
- 26 posts
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Hello!
How would you check which points are on a straight edge, and then rotate them 90 degrees?
I know how to check if a point is on a straight edge, but I don't know how to rotate the normals to be perpendicular to the edge they're on…
Any ideas that might involve the VOP?
Illustration [img29.imageshack.us]
The steps I have taken:
1. Point normals to next point.
2. Calculate the dot product of the current point normal and the next.
3. Calculate the dot product of the current point normal and the previous.
How would you check which points are on a straight edge, and then rotate them 90 degrees?
I know how to check if a point is on a straight edge, but I don't know how to rotate the normals to be perpendicular to the edge they're on…
Any ideas that might involve the VOP?
Illustration [img29.imageshack.us]
The steps I have taken:
1. Point normals to next point.
2. Calculate the dot product of the current point normal and the next.
3. Calculate the dot product of the current point normal and the previous.
Technical Discussion » Simple Python copy-like sop
- samboosa
- 26 posts
- Offline
Ok so this is what I'm trying:
for i in range(0,levels):
point = geo.createPoint()
point.setAttribValue(“Py”, 1)
This returns the error “no attribute with this name exists”, which is strange because don't all newly created points have Px, Py & Pz values?
I tried point.setPosition but that requires x,y,z values, but I only want the points translated up…
for i in range(0,levels):
point = geo.createPoint()
point.setAttribValue(“Py”, 1)
This returns the error “no attribute with this name exists”, which is strange because don't all newly created points have Px, Py & Pz values?
I tried point.setPosition but that requires x,y,z values, but I only want the points translated up…
Technical Discussion » Simple Python copy-like sop
- samboosa
- 26 posts
- Offline
Hello!
What I'm trying to do is create a sop to copy a set of points, assign additional values to them and find their midpoints.
In layman:
1. Import geo.
2. Create a curve with as many points in the same location as the original points. (I'm guessing that I need to get a list of points and their XYZ values, and then set the new points to those).
3. Duplicate this newly created curve upwards.
4. Create midpoints on each edge per each vertical copy. (Using the hou.edge maybe?)
5. Add point attributes based on their Y value (I know how to do this).
I'm just getting into Python and this Tutorial [aiworks.eu] seems relevant but only explains how to create actual geometry in a new node.
I've followed/read several tutorials and understand the premise of evaluating parms, using simple for loops but I'll be thankful of anyone can suggest any hypthon code specific to this sort of thing!
What I'm trying to do is create a sop to copy a set of points, assign additional values to them and find their midpoints.
In layman:
1. Import geo.
2. Create a curve with as many points in the same location as the original points. (I'm guessing that I need to get a list of points and their XYZ values, and then set the new points to those).
3. Duplicate this newly created curve upwards.
4. Create midpoints on each edge per each vertical copy. (Using the hou.edge maybe?)
5. Add point attributes based on their Y value (I know how to do this).
I'm just getting into Python and this Tutorial [aiworks.eu] seems relevant but only explains how to create actual geometry in a new node.
I've followed/read several tutorials and understand the premise of evaluating parms, using simple for loops but I'll be thankful of anyone can suggest any hypthon code specific to this sort of thing!
Houdini Indie and Apprentice » Influence Voronoi noise with points?
- samboosa
- 26 posts
- Offline
Thank you for your help Tante!
I kind of see what you're doing, but it's beyond my knowledge at this moment…
Also what I'm trying to do is create voronoi patterns within the shape of an irregular polygon…so a shader might not be the best option at this moment.
FYI I'm following the cmiVFX tutorial on procedural city generation, but I'm trying to find a way to generate the cells, but not limit the voronoi to a square.
- Samboosa.
I kind of see what you're doing, but it's beyond my knowledge at this moment…
Also what I'm trying to do is create voronoi patterns within the shape of an irregular polygon…so a shader might not be the best option at this moment.
FYI I'm following the cmiVFX tutorial on procedural city generation, but I'm trying to find a way to generate the cells, but not limit the voronoi to a square.
- Samboosa.
Houdini Indie and Apprentice » Influence Voronoi noise with points?
- samboosa
- 26 posts
- Offline
Hello!
I'm attempting to control a voronoi pattern with a set of points but instead of using the Voronoi SOP, would it be possible to take a set of points into a Shader builder network or a Copnet?
*Please read my attachment comments
- Samboosa.
I'm attempting to control a voronoi pattern with a set of points but instead of using the Voronoi SOP, would it be possible to take a set of points into a Shader builder network or a Copnet?
*Please read my attachment comments
- Samboosa.
Houdini Indie and Apprentice » Tetris grid grouping
- samboosa
- 26 posts
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thank you zdimaria! After your post I created a point for the center of every square, then I created points which I wanted to use as the center of every cluster, now I have a result which isn't exactly tetris shaped, but it works better!
Houdini Indie and Apprentice » Tetris grid grouping
- samboosa
- 26 posts
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Hello!
Let's say I have a grid of 10 x 10 squares, what I want to do is make multiple tetris like groups of squares of which each group contains squares that are connected.
After I've made the multiple groups in a partition (based on color) for example, I would process them further.
Does anyone have any idea how this might be done?
- Samboosa.
Let's say I have a grid of 10 x 10 squares, what I want to do is make multiple tetris like groups of squares of which each group contains squares that are connected.
After I've made the multiple groups in a partition (based on color) for example, I would process them further.
Does anyone have any idea how this might be done?
- Samboosa.
Houdini Indie and Apprentice » Expression to check if input is nurbs or polygon?
- samboosa
- 26 posts
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