Hi,
I am working on a modular .hda system where the output of one .hda is used for the input of the next inside of Unreal5.3. I would like to create arbitrary prim attributes and have them stay with the geometry from my HoudiniEngine .hda into Unreal, and then from Unreal into another HoudiniEngine .hda.
I would suspect something like color (Cd) would do this, but I am hoping to pass attributes where I choose the name.
Any help is much appreciated!
Found 14 posts.
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Houdini Engine for Unreal » Round Trip Abitrary Attributes
- ylindqui
- 14 posts
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Technical Discussion » Is there a vex command to execute a string variable?
- ylindqui
- 14 posts
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Technical Discussion » Is there a vex command to execute a string variable?
- ylindqui
- 14 posts
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Thanks for the response.
hmmm...I tried the following line in a attributeWrangle lop but no dice. Am I missing something?
string code = "usd_setvisibility(0, @primpath, 0);";
`code`;
hmmm...I tried the following line in a attributeWrangle lop but no dice. Am I missing something?
string code = "usd_setvisibility(0, @primpath, 0);";
`code`;
Technical Discussion » Is there a vex command to execute a string variable?
- ylindqui
- 14 posts
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Is there a vex command to execute a string variable?
Something like the exec() command in python.
Something like the exec() command in python.
Houdini Lounge » Do Houdini Tutorials Need To Be Curated?
- ylindqui
- 14 posts
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Not to far back I knew I could go to the sidefx tutorials page and learn new and interesting things. The master classes have maintained this level, and this is great! Recently I am finding that many other things on the tutorials site are pretty junky. I find myself spending more time picking through the videos trying to find a jem, as opposed to actually learning something. Since videos are the main vehicle for learning, do you think it might be worth curating the tutorials? Maybe something like vimeo's “staff picks” where someone has said “this is a good one”?
Technical Discussion » Adding paint sop capabilities to a HDA
- ylindqui
- 14 posts
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I am creating an hda (otl) that I would like to add paint sop capabilities to. Does anyone know how to do this?
In type properties I have set the Default State to paint. This works as far as it prompts me in the view port with painting instructions, but I am not getting a brush.
In type properties I have set the Default State to paint. This works as far as it prompts me in the view port with painting instructions, but I am not getting a brush.
Edited by ylindqui - Nov. 18, 2016 22:27:24
Houdini Indie and Apprentice » Left mouse button click
- ylindqui
- 14 posts
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Hi,
I am looking for a way to record a left mouse button click in Houdini. I have been using the “Mouse” chop for getting the mouse position, but I do not see anything for the mouse button clicks. Any thoughts on how to do this?
I am looking for a way to record a left mouse button click in Houdini. I have been using the “Mouse” chop for getting the mouse position, but I do not see anything for the mouse button clicks. Any thoughts on how to do this?
Technical Discussion » Python QT: How can I create a poly curve with python
- ylindqui
- 14 posts
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Technical Discussion » sort point attribute
- ylindqui
- 14 posts
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Just to make sure I have it right, you would like to take an existing attribute and reorder it on your points smallest to largest. I think you could use the sort sop to sort the points based on your attr, and then use the attribute copy sop to then copy the attr back onto your original point set.
Technical Discussion » RBD Fractured object and Blend solver
- ylindqui
- 14 posts
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I am wondering since the 2 sims do not interact with eachother that you might just want to do the blend as a post process in sops? Here is an exampel file:
Houdini Indie and Apprentice » How does pcexport work?
- ylindqui
- 14 posts
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I am trying to use pc export to write P back to a point cloud. The point cloud is being read in using op:`opinputpath('.', 1). The questions I have are:
1. Should pcexport work in this case?
2. If I pcexport “N” for a point in the cloud, the next time that point is found, will I get the value of N that I pcexport?
The code below is attempting to find the closest point, but can't use cloud points that have already found.
sop
proximity_reorder(
string file = “op:`opinputpath('.', 1)`”;
float radius = 0.3;
int maxpoints = 1000;
)
{
vector n_check = {-99,-99,-99};
vector n;
int handle = pcopen(file, “P”, P, radius, maxpoints);
while(pciterate(handle)) {
pcimport(handle, “N”, n);
if(n != n_check){
int chk = pcexport(handle, “N”, n_check);
pcimport(handle, “P”, P);
}
}
pcclose(handle);
}
1. Should pcexport work in this case?
2. If I pcexport “N” for a point in the cloud, the next time that point is found, will I get the value of N that I pcexport?
The code below is attempting to find the closest point, but can't use cloud points that have already found.
sop
proximity_reorder(
string file = “op:`opinputpath('.', 1)`”;
float radius = 0.3;
int maxpoints = 1000;
)
{
vector n_check = {-99,-99,-99};
vector n;
int handle = pcopen(file, “P”, P, radius, maxpoints);
while(pciterate(handle)) {
pcimport(handle, “N”, n);
if(n != n_check){
int chk = pcexport(handle, “N”, n_check);
pcimport(handle, “P”, P);
}
}
pcclose(handle);
}
Houdini Indie and Apprentice » Adding to a fluid smoke containers velocity
- ylindqui
- 14 posts
- Offline
Hi,
I am looking for a good way to adding to a fluids velocity using geometry copied onto animated points. So far I have been able to get the velocity into DOPs using a sopVectorField, and a applydata node. This is only setting the velocity, and not adding to the existing velocity in the smoke container. Any ideas are appreciated.
I am looking for a good way to adding to a fluids velocity using geometry copied onto animated points. So far I have been able to get the velocity into DOPs using a sopVectorField, and a applydata node. This is only setting the velocity, and not adding to the existing velocity in the smoke container. Any ideas are appreciated.
Technical Discussion » Spawning cloth with particles sim and constrain
- ylindqui
- 14 posts
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Technical Discussion » Spawning cloth with particles sim and constrain
- ylindqui
- 14 posts
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Hi,
I am trying to put an effect together in Houdini and wondering if anyone might know how to do it. Here is a description:
1. I am emitting particles
2. For each particle I want to create a cloth grid
3. I then want to point constrain a group of vertices of each cloth grid to to the particle motion.
4. The end effect is then to have rectangular cloth sheets following the motion of my particles.
Any help is much appreciated,
Yancy
I am trying to put an effect together in Houdini and wondering if anyone might know how to do it. Here is a description:
1. I am emitting particles
2. For each particle I want to create a cloth grid
3. I then want to point constrain a group of vertices of each cloth grid to to the particle motion.
4. The end effect is then to have rectangular cloth sheets following the motion of my particles.
Any help is much appreciated,
Yancy
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