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Technical Discussion » COPS "reformat" options like nuke [SOLVED]

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yakymoto
8 posts
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 May 30, 2024 09:30:07
Thanks everyone for the wonderful solutions! Here is my spin on it with HDA.
Click on 'Edit Parameter Interface' and add vector2 'ar' and float 'ratio'.

Horizontal Crop:
if ( ch("ratio")<1, (res("../`opinput('.',0)`", D_XRES) - ch("hcrop2")) / 2, 0 )
if ( ch("ratio")>1, res("../`opinput('.',0)`", D_XRES), (res("../`opinput('.',0)`", D_YRES) / ch("ary")) * ch("arx") )
Vertical Crop:
if ( ch("ratio")>1, (res("../`opinput('.',0)`", D_YRES) - ch("vcrop2")) / 2, 0 )
if ( ch("ratio")<1, res("../`opinput('.',0)`", D_YRES), (res("../`opinput('.',0)`", D_XRES) / ch("arx")) * ch("ary") )
Ratio:
res("../`opinput('.',0)`", D_XRES) / res("../`opinput('.',0)`", D_YRES)

Features:
  1. Procedural path and resolution of the input node
  2. Custom aspect ratio
  3. Supports vertical and horizontal aspect ratios
  4. Packed into HDA
Edited by yakymoto - May 30, 2024 09:48:27
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Houdini Learning Materials » Connect points, looking (aiming) to each other. VEX.

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yakymoto
8 posts
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 Dec. 6, 2022 02:08:16
Hello, the mighty community! I just want to share my wires implementation in a small building generator I finally finished. More about the project here: https://yakymoto.com/building-gen-v1 [yakymoto.com]

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Houdini Learning Materials » Connect points, looking (aiming) to each other. VEX.

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yakymoto
8 posts
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 Oct. 25, 2020 14:45:14
Hooray, the problem has been solved! Many thanks to repliers.

Konstantin Magnus, appreciate your setup, straight-forward. But it's a little bit too simple for my needs.

Aizatulin, holy moly, that's some serious VEX magic happening. A robust production-ready tool with tons of knobs. Exactly what I need!
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Houdini Learning Materials » Connect points, looking (aiming) to each other. VEX.

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yakymoto
8 posts
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 Oct. 25, 2020 04:57:40
Hello, the mighty community! After an intensive search on the SideFX forum, Odforce forum, and YouTube I didn't find any good results.

1) Here is my simple procedural building, and I need to create horizontal hanging wires over it.
2) I have scattered points on the convex edges with normals pointing outward.
3) Then I need to connect those points without intersection with the building and taking into account their direction: only points, looking (aiming) to each other, should be connected with the line.
4) My idea is to use “dot product” and compare point normals between each other, then connect points, which “dot product” is closer to a certain threshold. My preferable way is to work with the VEX code.
5) Operations with point clouds (“pcopen”, “pgfind”, etc.) are might be helpful. Next tutorials might be helpful too:

Naive Path Finding
https://youtu.be/PXbBhsJyEdk [youtu.be]

Understanding the DOT product!
https://youtu.be/6dJ_e94wI0U [youtu.be]

DIY Scatter Tool Solving Problems in Houdini
https://youtu.be/oeN5KgvWHfs [youtu.be]

Attaching .hip file to this topic.
Looking forward, and thank you for any help!
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Technical Discussion » Motion blur is not working. Solver SOP.

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yakymoto
8 posts
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 March 12, 2020 14:55:04
Many thanks to everyone for participating and your help, the problem is solved!
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Technical Discussion » Motion blur is not working. Solver SOP.

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yakymoto
8 posts
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 March 7, 2020 13:38:42
Thanks a lot Benjamin Lemoine!

Brief overview and multiplying velocity attribute 100 times already gives me a decent motion blur in Redshift, which is awesome!
I will deeply investigate your Rest SOP usage to understand what I was missing.

Cheers!
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Technical Discussion » Motion blur is not working. Solver SOP.

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yakymoto
8 posts
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 March 6, 2020 05:20:02
Thank you @jsmack for your explanation!

1) Got it - Solver SOP concept is operating on previous frame geometry. And initial geometry has no velocity attribute.
Adding random/custom velocity attribute before Solver SOP or calculating velocity with Trail SOP after the Solver SOP unfortunately doesn't give me a correct result (attaching latest HIP file).
Any idea, how can I get this proper velocity attribute?

2) To make constantly growing lines smooth I'm using Resample SOP, which generates more points each frame. So consistent topology for deformation blur is not possible to achieve or I am wrong?
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Technical Discussion » Motion blur is not working. Solver SOP.

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yakymoto
8 posts
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 March 5, 2020 06:04:42
Hello mighty community!

Problem: After continuous search on the forums and digging into Houdini documentation, I'm still not able to get any motion blur in my renders. Tried Redshift and Mantra.

Assumption: I guess that problem is that Solver SOP doesn't generate velocity attribute. Correct me if I'm wrong about that.
Even when I put “Point Velocities” to Instantaneous Point Velocities on Dop Import SOP inside my Solver SOP. Unfortunately velocity attribute in Geometry Spreadsheet is showing zeros.

Attaching organized HIP file with Redshift and Mantra ROPs to this post.
Thank you in advance for any help!
Edited by yakymoto - March 6, 2020 02:22:00
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