Cool! Never used find() before. Thanks.
-b
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Houdini Lounge » Remove prim from group in VEX
- bonsak
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Houdini Lounge » Remove prim from group in VEX
- bonsak
- 459 posts
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SteNThe detail level of a geo-stream has intrinsic attributes that can help you with this.
And what about if I want to check if a group exist?
With “detailintrinsic” you can check the existense/contents of: intrinsic:pointgroups, intrinsic:vertexgroups, intrinsic:edgegroups and/or intrinsic:primgroups
string pointgroups[] = detailintrinsic(0, "pointgroups"); i@len = arraylength(pointgroups); foreach(string group;pointgroups) { if(group == "grp_externalpts"){ s@bug = "Its here!"; } }
-b
Houdini Indie and Apprentice » Houdini Apprentice to Indie upgrade?
- bonsak
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Technical Discussion » Possible to create geometry via Add primitive vop???
- bonsak
- 459 posts
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Hi
First you “add primitive”, then you “add point”, then you add vertex with the ptnum from the “add point” and the primnum from from the “add primitive” node. Then you just add enough points to make a closed or an open polygon.
-b
First you “add primitive”, then you “add point”, then you add vertex with the ptnum from the “add point” and the primnum from from the “add primitive” node. Then you just add enough points to make a closed or an open polygon.
-b
Houdini Indie and Apprentice » For Loop iteration variable
- bonsak
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Hi
You have to add a Meta Import Node on the Block Begin Node. The new node will have 4 detail attributes with data about the iteration.
Then you just reference the detail attribute “iteration” in your cutting opearation.
-b
You have to add a Meta Import Node on the Block Begin Node. The new node will have 4 detail attributes with data about the iteration.
Then you just reference the detail attribute “iteration” in your cutting opearation.
-b
Houdini Indie and Apprentice » Setting the HOUDINI_VEX_PATH variable??
- bonsak
- 459 posts
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Hi
The easiest way is to go to your houdini preference folder and make a “vex” folder with an “include” folder inside. Place your vfl's in the include folder to make them accessible to your session.
-b
The easiest way is to go to your houdini preference folder and make a “vex” folder with an “include” folder inside. Place your vfl's in the include folder to make them accessible to your session.
-b
Technical Discussion » VEX Wrangle
- bonsak
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Technical Discussion » VEX Wrangle
- bonsak
- 459 posts
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All your primitive attributes are deleted when you delete the primitives right?
Don't know if there is a way to remove attributes on geo in VEX. Maybe there is a way to modify the detail intrinsic pointattributes array or something. I don't know.
-b
Don't know if there is a way to remove attributes on geo in VEX. Maybe there is a way to modify the detail intrinsic pointattributes array or something. I don't know.
-b
Edited by bonsak - July 29, 2016 08:55:45
Technical Discussion » VEX Wrangle
- bonsak
- 459 posts
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Hi
I deleted my previous post because the solution didn't work and i couldn't edit my post
Check out this [forums.odforce.net] link for a similar problem.
-b
I deleted my previous post because the solution didn't work and i couldn't edit my post
Check out this [forums.odforce.net] link for a similar problem.
-b
Technical Discussion » VEX Wrangle
- bonsak
- 459 posts
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Hi
Figured it out. When you're adding a new attribute you're setting it's default value to a float by setting it's default value to “0.0”:
So when you get to a vector attribute in you're "primattribs" array, you're casting a vector to a float.
-b
Figured it out. When you're adding a new attribute you're setting it's default value to a float by setting it's default value to “0.0”:
addattrib(geoself(), "point", attribname, 0.0);
-b
Technical Discussion » VEX Wrangle
- bonsak
- 459 posts
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Hi
It looks to me like “attribvalue” is declared as a float. So when you “setattrib” at the bottom of the foreach loop they are all set to float.
-b
It looks to me like “attribvalue” is declared as a float. So when you “setattrib” at the bottom of the foreach loop they are all set to float.
-b
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Houdini Indie and Apprentice » "Storing" User Defined VEX Functions
- bonsak
- 459 posts
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Hi
Writing “#include …” in your code is the same as actually writing the code from the external file at that place in your code. Except it happens in the compiler.
So if you write the “#include …” directive at the top of your code it's telling the compiler to include the code from the external file at the same place as the directive. So when you use the function later in your code it will already be declared at the location of the “#include” directive.
-b
EDIT: Add reference
Include directive [msdn.microsoft.com]
Writing “#include …” in your code is the same as actually writing the code from the external file at that place in your code. Except it happens in the compiler.
So if you write the “#include …” directive at the top of your code it's telling the compiler to include the code from the external file at the same place as the directive. So when you use the function later in your code it will already be declared at the location of the “#include” directive.
-b
EDIT: Add reference
Include directive [msdn.microsoft.com]
Edited by bonsak - July 28, 2016 08:00:57
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Hi
I don't think i understand exactly.
1.5 / “your bbox side length” will give you the scaling factor.
If your BBOX x is 2.1 and you want it to become 1.5, then you first have to calculate 1.5 / 2.1 = 0,7142857142857143 and then scale by that factor to make your object 1.5
If you have a something measuring 4x4x4 and you want to decrease it to 1x4x4 then you need to multiply the first value by 0.25
-b
I don't think i understand exactly.
1.5 / “your bbox side length” will give you the scaling factor.
If your BBOX x is 2.1 and you want it to become 1.5, then you first have to calculate 1.5 / 2.1 = 0,7142857142857143 and then scale by that factor to make your object 1.5
If you have a something measuring 4x4x4 and you want to decrease it to 1x4x4 then you need to multiply the first value by 0.25
-b
Houdini Indie and Apprentice » "Storing" User Defined VEX Functions
- bonsak
- 459 posts
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Hi
You can use #include “filename” just like you do in c/c++
Scroll down a little bit on this page: http://www.sidefx.com/docs/houdini15.5/vex/vcc [sidefx.com]
-b
You can use #include “filename” just like you do in c/c++
Scroll down a little bit on this page: http://www.sidefx.com/docs/houdini15.5/vex/vcc [sidefx.com]
-b
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Like this?
-b
@P.x *= 0.75; //This way I shift the geo, but I want to decrease the size on both sides //Like a transform node...
-b
Edited by bonsak - July 27, 2016 11:07:17
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Hi
I think i understand what your trying to do. Here's a file that adjusts the outside of the brick wall to the perimeter of the bounding box.
-b
I think i understand what your trying to do. Here's a file that adjusts the outside of the brick wall to the perimeter of the bounding box.
vector minpos, maxpos; // BB object connected to port 1 of the wrangle getbbox(1, minpos, maxpos); v@bug_min = minpos; v@bug_max_pos = maxpos; if(@P.x > maxpos.x){ @P.x = maxpos.x; } if(@P.z > maxpos.z){ @P.z = maxpos.z; } if(@P.x < minpos.x){ @P.x = minpos.x; } if(@P.z < minpos.z){ @P.z = minpos.z; }
-b
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Hi
Could you post a file showing the problem?
It's close to impossible to know whats wrong just based on descriptons
-b
Could you post a file showing the problem?
It's close to impossible to know whats wrong just based on descriptons
-b
Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
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Houdini Lounge » H15.5 Transform object scale in VEX
- bonsak
- 459 posts
- Offline
Hi
It' usually better to resolve all your variables first:
instead of trying to evaluate them inside other expressions.
-b
It' usually better to resolve all your variables first:
float sizey = `chs("../box2/sizey")`; float sizex = `chs("../box2/sizex")`; if (sizey > sizex / 2) {...
-b
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