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Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

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Anti-Distinctlyminty
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 Nov. 16, 2013 18:28:23
Looks like I may have forgotten to attach the file.
I'm not sure if this scene is too complicated - if it is, let me know so I can try and make a simple one.
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Houdini Indie and Apprentice » Possible to use a copy stamp value inside a COP network?

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Anti-Distinctlyminty
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 Nov. 7, 2013 09:39:37
Hi all,
My basic problem is this: I have a single image made up of many squares (it's a UV check image currently) and I have a bunch of objects that have been copied. With all of these copied objects, I want one of these many squares to show on the material.
I'm trying to do this by using a COP network inside the SOP network and to use the copy stamped point number (called pt_num in my file), but it just doesn't work.

Any ideas how I go about doing this?
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Houdini Indie and Apprentice » Something that's probably really simple...

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Anti-Distinctlyminty
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 Oct. 18, 2013 19:45:03
zarti - your explanation gave me an idea that was even simpler.
Just create an attribute on the circle that records it's radius. That is then passed all the way down to the copy SOP, so it can then be used, via stamping, to get the value back to box1
I've attached it in case anyone wants to take a look.
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Houdini Indie and Apprentice » Something that's probably really simple...

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Anti-Distinctlyminty
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 Oct. 18, 2013 17:30:58
Excellent zarti! Thanks very much, there's some good stuff for me to get my head around there. Particularly the attrib create node - so I can now create attributes and attach them to points or polygons? Houdini is crazy
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Houdini Indie and Apprentice » Something that's probably really simple...

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Anti-Distinctlyminty
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 Oct. 18, 2013 10:29:59
That did indeed do it. However, I've now run into another problem, I have my template points for the copy node that are created using stamping to alter their radius, and some simple box geometry to copy to those points. I want my box geometry to be able to read the radius of the circle. I used a relative channel reference, but it does not work, I'm guessing because the stamping just failed.
Is this possible? I've attached a scene showing my problem.
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Houdini Indie and Apprentice » Something that's probably really simple...

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Anti-Distinctlyminty
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 Oct. 16, 2013 16:52:11
Hi,

I've got some geometry that I'm duplicating using a duplicate node.
That duplicate node has a local variable, $CY, that is the copy number.
I want that number to use later, to scale the resulting geometry for example (that was just an example - I know you can set this in the duplicate properties).
So I want that variable to use later. How do I do this?
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Houdini Indie and Apprentice » Get position of item plugged into subnet?

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Anti-Distinctlyminty
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 Oct. 13, 2013 07:42:35
The key was the object merge node and setting the Transform to ‘Into This Object’.
I made a version that was even simpler. I've attached it if anyone wants to take a look
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Houdini Indie and Apprentice » Get position of item plugged into subnet?

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Anti-Distinctlyminty
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 Oct. 12, 2013 09:30:29
Thank you Joker - I'm just looking through the file now
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Houdini Indie and Apprentice » Get position of item plugged into subnet?

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Anti-Distinctlyminty
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 Oct. 11, 2013 09:29:28
What I ended up doing is using the opinput(“.”,0) function to get the name of the input object and used that to build the correct string and get the parameters I needed.
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Houdini Indie and Apprentice » Get position of item plugged into subnet?

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Anti-Distinctlyminty
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 Oct. 10, 2013 18:29:12
Hi all,
First of all, I'm new at Houdini, so if I ask a stupid question that will be why.
Ok, with that out of the way, I'm just trying to recreate something I did in a bit of software that I usually work in. So far, I did ok but I need to get the position of a camera (or any other item) that is plugged into a subnetwork.
I cannot just use the ch(…) to get a reference to the channel I need, because that object will change, depending on what the input item is.
I've tried plugging the subnet input into a null and referencing that, but I cannot get it's world coords.

So, how can you get the coords of the item plugged into a subnetwork input?
I've attached my current attempt.
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Houdini Indie and Apprentice » Ground plane problem

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Anti-Distinctlyminty
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 April 23, 2012 10:33:14
…well, I rebuilt the scene from scratch, and the behaviour is exactly the same. I also tried pluging the ground plane into a static solver, but didn't work either.

There is nothing I can do to stop the grid from rising and acting completely different to when viewing inside the dopnet.

I have to say this is deeply frustrating and has shaken my confidence in Houdini and/or my own abilities. I'm wondering if it's worth continuing with Houdini at all if I cannot get a simple grid to stay still.
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Houdini Indie and Apprentice » Ground plane problem

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Anti-Distinctlyminty
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 April 17, 2012 13:27:22
Thanks for the help sadhu.

Unfortunately, neither method really works for me. I don't really want to cull the floor using the box_* mask - besides, the cubes still act like they are being pushed up by the ground plane.
Changing the input order for the merge in the dop network doesn't work for me either. The plane doesn't rise up, but it still moves along the xz plane, and boxes penetrate it all the time.

It looks like this whole scene is screwed and I'm going to have to start over from scratch
It better work this time…
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Houdini Indie and Apprentice » Ground plane problem

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Anti-Distinctlyminty
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 April 17, 2012 07:42:00
Hi sadhu, and thanks for the reply.

However, I don't quite understand what you mean. I have my
obj > setup_animation > dopnet1 node that has the ‘Enable’ checked on the Object Merge tab. Is that what you are referring to? If I turn this off I can see nothing at the obj > setup_animation level.
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Houdini Indie and Apprentice » Ground plane problem

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Anti-Distinctlyminty
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 April 17, 2012 05:47:23
No ideas at all? I can't really continue with my tutorials until this is figured out
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Houdini Indie and Apprentice » Ground plane problem

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Anti-Distinctlyminty
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 April 16, 2012 07:39:05
Hi again everyone,
I'm following a tutorial involving mixing procedural anim and rbd sims, but I'm having issues with the ground plane, and I'm generally confused as to why the simulation looks different outside of the dopnet.

So, to clarify, when I'm inside of the dopnet, everything looks great and works fine.
When I move one level up, the simulation changes. This shows at about frame 10, precisely when the bottom cube hits the ground plane, that ground plane then starts to rise up and everything is screwed from that point onwards.

I've attached the hipnc file which should be set to display the dopnet (the level at which everything is screwed). Go into the dopnet, and all is well.

Any thoughts? I'm stumped.
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Houdini Indie and Apprentice » Display custom attribute problem

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 April 13, 2012 15:25:24
With the display properties panel open, I clicked on Display Custom Attributes and check off my attribute.
All the while the display options was open and the attribute remained unchanged in that panel.
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Houdini Indie and Apprentice » Display custom attribute problem

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 April 13, 2012 15:15:00
Ah, I've sorted it out. I didn't realize that the custom attribute had to be activated in the viewport . I thought the tick box in the display options activated it
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Houdini Indie and Apprentice » Display custom attribute problem

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Anti-Distinctlyminty
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 April 13, 2012 14:33:05
that doesn't work either.

Out of curiosity though, what is the different between the upper-case and lower case version of the attribute?
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Houdini Indie and Apprentice » Display custom attribute problem

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Anti-Distinctlyminty
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 April 13, 2012 12:27:21
Hi all. I'm still struggling through some tutorials and recently I thought I'd try to display some custom attributes to help me understand what's going on.
I followed the instructions in the online help, but I cannot get anything to display. Ever. I've attached a png showing my 15th attempt, but I've tried every combination and purmutation of variables and settings, and nothing ever shows up in the viewport.
You can see from the node info that the custom variables exist, they just wont show in the viewport.

Any ideas?

PS Sorry for any grammar errors, my browser has gone insane and is only showing everything in a tiny font size.
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Houdini Indie and Apprentice » RBD Object 'Number of Objects' bug in H12?

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Anti-Distinctlyminty
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 April 10, 2012 05:07:43
Well…I spoke too soon. The Number of Objects is correct when I open the scene, but changing it has no effect. (yes, auto update is on)
I guess my computer is cursed.

EDIT: And re-making the scene from scratch has the same result. No translation of the copies.
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