Found 79 posts.
Search results Show results as topic list.
Technical Discussion » store abc's animation coordinates and read it back
- ouroboros1221
- 79 posts
- Offline
The idea is that storing an incoming animated abc's transformation coordinates and read it back in houdini without the need to load every frame from disk. Any idea? thx
Technical Discussion » How to visualize the DOP Windforce node.
- ouroboros1221
- 79 posts
- Offline
yea, it's bit of vague cause you can't really see the noise movement. I'd suggest using the same windforce node inside a popnet to visualize its movement
Technical Discussion » compile custom sop using hcustom
- ouroboros1221
- 79 posts
- Offline
update: solved the issue by going to the cmake folder and change the cmakeconfig from c++ 14 to c++1y
Technical Discussion » compile custom sop using hcustom
- ouroboros1221
- 79 posts
- Offline
I'm just following the guide trying to compile the SOP_Star, but I get compilation error telling me that it doesn't recognize “-std==c++14”. I'm using GCC 4.8 which should've supported c++14. Not sure why it's still giving me error
Technical Discussion » carve but for polygon
- ouroboros1221
- 79 posts
- Offline
if I have a polygon and I need to dissolve just parts of them slowly just like what you can do with a carve node when dealing with curves. I think theoretically you could transform the pieces to ground level and do a boolean operation with a deformed ground plane and move the piece back to original position, but it would be slow and inefficient. Possible vex code?
Technical Discussion » use op as input source instead of index number in vex
- ouroboros1221
- 79 posts
- Offline
in vex functions, it usually starts by calling the geometry input stream (0,1,..). I'm trying to find a way where I don't have to use the index, so I don't need to hook the wrangle with bunch of wires. Doc says you can use “op” to find the node as input, but when I tried to do so, it'll won't return anything.
Technical Discussion » freeze a frame in vex instead of using timeshift
- ouroboros1221
- 79 posts
- Offline
as titled, this seems more than a hassle, but would be very interested if anyone knows how.
Technical Discussion » How RBD constraints from Rule (hinges) work?
- ouroboros1221
- 79 posts
- Offline
npetit
The rbd constraints from* nodes only create the geometry with a name and restlength attributes. You need to pipe that into an rbd constraint properties node to set up the constraint attributes.
Thank you npetit, it's very helpful. It seems the door hinge demo was essentially a hard constraint then?
Technical Discussion » How RBD constraints from Rule (hinges) work?
- ouroboros1221
- 79 posts
- Offline
Hi, I looked up the example, it does create the hinge constraints when connection type set to “Hinges”, but it doesn't create a constraints name for it or anything, how do I feed it into the rigid body solver? In the 17.5 demo, we see how he drew the hinge constraints for the door, kinda want to know the little trick here.
Thanks in advance
Thanks in advance
Technical Discussion » why houdini help doc keep disappearing?
- ouroboros1221
- 79 posts
- Offline
I thought it was .416 issue, so I upgraded to .459, it seems the issue still persist.
When press F1 in houdini, after few click inside the help doc, the page simply crashes and needs to be reloaded.
When press F1 in houdini, after few click inside the help doc, the page simply crashes and needs to be reloaded.
Technical Discussion » PolyExtrude in VEX
- ouroboros1221
- 79 posts
- Offline
v@extrude_distance = @N * chf("distance"); int @pts[]; int @ptsOnPrim[]; @ptsOnPrim = primpoints(0,chi("selection")); foreach(int pt; @ptsOnPrim) { vector pos = point(0,"P",pt); i@point = addpoint(0, pos + v@extrude_distance); append(@pts,@point); //setpointattrib(0,"pts",@primnum,@pts,"set"); } int i = 0; int j =0; addprim(0,"poly",@pts[i+2],@pts[i+1],@pts[i],@pts[i+3]); addprim(0,"poly",@ptsOnPrim[j+1],@ptsOnPrim[j],@pts[i],@pts[i+1]); addprim(0,"poly",@ptsOnPrim[j],@pts[i],@pts[i+3],@ptsOnPrim[j+3]); addprim(0,"poly",@ptsOnPrim[j+1],@pts[i+1],@pts[i+2],@ptsOnPrim[j+2]); addprim(0,"poly",@ptsOnPrim[j+2],@pts[i+2],@pts[i+3],@ptsOnPrim[j+3]); if(@primnum==chi("selection")) { removeprim(0,@primnum,1); }
only works with a grid and it has duplicated primitives, waiting for some more advanced user to improve the code
Technical Discussion » accessing array from different wrangle
- ouroboros1221
- 79 posts
- Offline
no, it's been declared in the first wrangle, so I thought I won't need to. But your answered solved the issue xD
Edited by ouroboros1221 - Feb. 4, 2019 21:47:00
Technical Discussion » accessing array from different wrangle
- ouroboros1221
- 79 posts
- Offline
wrangle one:
wrangle two:
it won't allow it even though the array is a variable. How?
int @number[];
@number=array(1,2,3,4,5);
wrangle two:
i@value = @number[1];
it won't allow it even though the array is a variable. How?
Edited by ouroboros1221 - Feb. 4, 2019 20:56:11
Technical Discussion » PolyExtrude in VEX
- ouroboros1221
- 79 posts
- Offline
Here I got it fixed. If anyone figured out how to procedurally connect those points, please let me know.
Technical Discussion » PolyExtrude in VEX
- ouroboros1221
- 79 posts
- Offline
Here I made a simple example, it's up to you to figure out how to procedurally organize the points so you don't have to type them in.
Technical Discussion » Transparency control by Ramp
- ouroboros1221
- 79 posts
- Offline
you are taking a 3dimentional vector into a one dimentional float, how could that work as expected?
Technical Discussion » PolyExtrude in VEX
- ouroboros1221
- 79 posts
- Offline
you just need to add points in the direction of a surface's normal, connect the dots and make a surface out of it
Technical Discussion » Is it possible in Houdini to...
- ouroboros1221
- 79 posts
- Offline
Technical Discussion » Can loops be frame-dependent?
- ouroboros1221
- 79 posts
- Offline
you can certainly put a loop inside a solver! it can be brain twisting though, embrace it!
Technical Discussion » which is better for viewport performance, video card or ram/cpu?
- ouroboros1221
- 79 posts
- Offline
the viewport uses openGL, if your scene is complex a gpu with large amount of ddr6/hbm2 ram is gonna be helpful, quadro card tends to have better viewport anti-aliasing and stability. Rarely do you need more than 32gb of ram to do casual simulation, but if it's a very large scale sim it's likely you'd be working at studio where they would provide you with proper equipment. But as of now, a GPU is a better investment, not only can it boost your viewport responsiveness, it also enables you to render with popular gpu renderer and get fast result.
-
- Quick Links