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Found 65 posts.

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Houdini Jobs » Paid 3 Month Technical Artist Internship - Five AI

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samswiftglasman
85 posts
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 Feb. 3, 2020 08:54:13
Hi all
Am looking for a talented London based student/graduate who is looking to gain some experience in
an exciting new field - Autonomous Vehicle development

Ideally you would have some Houdini experience and some experience with Unity or Unreal

Apply below or contact me for more info:

https://careers.five.ai/job.html?jobID=22B782BBF9 [careers.five.ai]

best
Edited by samswiftglasman - Feb. 3, 2020 08:54:41
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Houdini Engine for Unity » HDAs in Unity Package Manager

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samswiftglasman
85 posts
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 Sept. 26, 2019 09:15:32
Hello

We are using package manager to distribute our Unity Content. We are hitting a brick wall when trying to deserve HDAs due to the read only nature of Unity Packages. Just out of interest is there any thoughts or ideas for circumnavigating this issue?

many thanks
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Houdini Engine for Unity » Calling hdaModule functions in Unity

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samswiftglasman
85 posts
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 Sept. 25, 2019 13:14:03
Excellent thanks Seelan!

We'll give that a go
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Houdini Engine for Unity » Calling hdaModule functions in Unity

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samswiftglasman
85 posts
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 Sept. 19, 2019 12:18:29
Hi there

So I have an HDA with a python function call attached to a button paramater as a callback. In Unity this button works if I hit teh button in the GUI
Is there a way to call the same function via the API in Unity or a nice way of pushing the button programmaticlly?

I could not find any mention of buttons in HEU_ParameterUtility

many thanks
Sam
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Houdini Jobs » Environment Artist - FiveAI

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samswiftglasman
85 posts
Offline
 May 2, 2018 06:26:45
A unique and exciting opportunity to work in a fascinating new field - Autonomous Vehicles
We are looking for a talented environment artist to join our simulation team.
If you have experience creating photo real environments in Houdini please apply below

https://www.workable.com/j/8F5E437539 [www.workable.com]
Edited by samswiftglasman - May 2, 2018 06:27:42
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Technical Discussion » duck typing in vex

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samswiftglasman
85 posts
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 Jan. 4, 2017 07:42:29
hi all

i am trying to get duck typing behavior in vex where I can scale a space seperated user selection of point attrs regardless of type
this wrangle code is working but it relies on predefined variables and would need extending for matrices and arrays ect
anybody have a nicer solution?
cheers in advance


string attrs[] = split( chs("attrs") );
string pattrs[] = detailintrinsic(geoself(), "pointattributes");
string a;
string pa;
int type = 0;
int typesize;
int tmpi = 0;
float tmpf = 0.0;
vector tmpv = {0,0,0};
foreach(a; attrs)
{
    foreach(pa; pattrs)
    {
        if( pa == a )
            {
                
                type = pointattribtype( geoself(), a );
                typesize = pointattribsize( geoself(), a );
                
                if (type == 0)
                    {
                        tmpi = point( geoself(), a, @ptnum  );
                        setpointattrib( geoself(), a, @ptnum, tmpi * ch("scale"), "set");
                    }
                if (type == 1)
                    {
                        if (typesize == 3)
                        {
                            tmpv = point( geoself(), a, @ptnum  );
                            setpointattrib( geoself(), a, @ptnum, tmpv * ch("scale"), "set");
                        }
                        else 
                        {
                            tmpf = point( geoself(), a, @ptnum  );
                            setpointattrib( geoself(), a, @ptnum, tmpf * ch("scale"), "set");
                        }
                    }
            }
    }
    
    
    
}
Edited by samswiftglasman - Jan. 4, 2017 09:07:35
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Technical Discussion » String to float for random

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samswiftglasman
85 posts
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 Sept. 13, 2016 14:02:29
could be worth checking out the atoi vex function

http://www.sidefx.com/docs/houdini15.0/vex/functions/atoi [sidefx.com]
Edited by samswiftglasman - Sept. 13, 2016 14:03:28
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Technical Discussion » How to change parms folders order in python ?

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samswiftglasman
85 posts
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 Feb. 28, 2016 18:44:45
there are a few threads on this topic

you want to look into hou.parmTemplate and hou.parmTemplateGroup

when I have a mo, I'll try to make an example for you

cheers
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Technical Discussion » Delete by id %

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samswiftglasman
85 posts
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 Feb. 28, 2016 18:30:15
No problem

is your notebook public? I wouldn't mind having a look if so

do you have a link?

cheers
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Technical Discussion » Delete by id %

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samswiftglasman
85 posts
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 Feb. 25, 2016 16:49:20
my example above would remove 20% of points
using a modulus is fine if you want to remove a simple amount ie half %2, a third %3 ect

I had another go and realised that to use a percentage instead you could use the following snippet:

int percentage = 75;
if ( @id % 100 < percentage )

{

removepoint( geoself(), @ptnum );

}
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Technical Discussion » Delete by id %

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samswiftglasman
85 posts
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 Feb. 25, 2016 16:16:40
in a attribute wrangle running on points you can use:

int modulus = 5;
if (@id %modulus==0 )

{

removepoint( geoself(), @ptnum );

}

the code above is tested
Edited by - Feb. 25, 2016 16:22:00
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Technical Discussion » for loop boundry

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samswiftglasman
85 posts
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 Nov. 9, 2015 19:55:45
I love the new loops workflow really fast and flexible to work with
however i cannot stand the new convex hulls they drive my OCD to distraction

what I wouldn't give for a square bbox (not a subnet) version to keep my networks tidy

as it stands I have to put nulls in the corners to make a quadrilateral
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Technical Discussion » connecting vops with hom

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samswiftglasman
85 posts
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 Nov. 5, 2015 04:46:12
hi pezetko

thanks for your reply

been having a look at this and i can't get the functionailty i want

it says in the docs:
This object is “read-only”. To create or edit connections, use methods on the node, such as hou.Node.setNamedInput, hou.Node.setInput, hou.Node.setFirstInput, hou.Node.setNextInput, hou.Node.createInputNode, and hou.Node.createOutputNode.

There are no setter functions available on this class that i can find unless i am missing something?

Just to reiterate - my issue is that I want to create connections based on names not indices. There is a helper function on the hou.Node object to convert input names to indices but not output names to indices - i require both

does anyone have any examples ?

any help would be most appreciated
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Technical Discussion » connecting vops with hom

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samswiftglasman
85 posts
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 Nov. 1, 2015 14:21:06
hi dedks thanks for the post

I did have a look at this before - isn't this just for existing connections?

Maybe I have the wrong end of the stick
do you have any examples by any chance

I want to connect multiple outputs from a vop to multiple inputs of another vop by name rather than index

many thanks
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Technical Discussion » Maya Alembic import with Extra Attributes String

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samswiftglasman
85 posts
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 Oct. 30, 2015 13:16:02
ok strange - i will double check and see how i got that behaviour

get back shorlty
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Technical Discussion » connecting vops with hom

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samswiftglasman
85 posts
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 Oct. 30, 2015 10:05:32
Hi there lovely community

I'm wiring our ubershader and am having a bit of a snooze fest wiring uploads of inputs in vops

I have a good naming convention so should be able to script it but am a bit baffled by the
the relevant functions:

outputNames - returns a tuple of connector names
setInput - requires indices
inputnames - tuple of input names
inputindex - gives an index from a name

there is no outputindex function - doh!!

not sure how else to do a lookup by name as i need the relevant output index for the setinput function

anybody have a workaround / alternative method for this?
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Technical Discussion » @opinput1_P access to individual componenets

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samswiftglasman
85 posts
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 Oct. 30, 2015 09:30:06
ah yes thanks!

apologies i missed that part of the snippet page
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Technical Discussion » Maya Alembic import with Extra Attributes String

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samswiftglasman
85 posts
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 Oct. 29, 2015 21:23:54
i recently had a thread with a similar issue
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42090&highlight=detail [sidefx.com]

as a temp solution:

unpack the geo

attributes on the transform in maya come through as detail attrs
attributes on the shape come through as primitive attrs

you can get to these without unpacking with stylesheets
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Technical Discussion » @opinput1_P access to individual componenets

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samswiftglasman
85 posts
Offline
 Oct. 29, 2015 20:52:43
don't want to hijac such an important thread

is there another somewhere with more info (and hopefully examples) of the @group_foo syntax in use?
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Technical Discussion » vop structs set element equivalent

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samswiftglasman
85 posts
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 Oct. 29, 2015 20:39:30
hi rafal

thanks for your examples - very informatve

two points from my end:

1) - @Struct.member syntax is great to know -

does the unexpected behavior in the efficient_modify method happen outside of the local function scope? - ie outside the current vop - if so this is not prohibitive in this case as it is my last operation - i will try to test tomo

2) in my case I am actually trying to dynamically replace a different elemnt in my struct by index. ( all elements are of uniform type vector 4 so type is not an issue). Any vop method would require a prohibitive amount of switches as i could not find a single inut to many outputs switch

Otherwise in vex is there a way of getting and setting the value by index value? I realise the @Struct.element syntax would not work unless i could maybe using hscript `expressions` ? ie @mystruct.`$myindex` and the form @mystruct.1 was valid?

is that supported?
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