Hi
Is it possible to display arrays with Visualizers? I'm getting strange behaviors. Bellow, a point attribute that is an array of integers, 0, 2 and 5. But only two values are displayed per point and well, I don't know what they are.
I was expecting something more like this (XSI):
Am I missing something? It's something Houdini can't do? Or just a bug?
Chees
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Technical Discussion » Visualize Arrays
- probiner
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Houdini Indie and Apprentice » Attribute VOP (Detail)
- probiner
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Submitted a RFE since what I was looking for is what is shown in the image blow, in XSI ICE, but apparently Houdini Visualizers can't do it for now, because it's Detail and because it's Array.
Point Attribute:
Detail Attribute (one would expect a single yellow array at (0,2,0):
Point Attribute:
Detail Attribute (one would expect a single yellow array at (0,2,0):
Edited by probiner - June 1, 2017 17:42:59
SI Users » Surface Loft like SI?
- probiner
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Houdini Indie and Apprentice » Attribute VOP (Detail)
- probiner
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Is there any point in using Attribute VOP set to Detail?
I have been trying to use it because when I want to do calculations that are not mesh element dependent, in my mind, doing it in Detail will have better performance. But it seems I can't visualize them, so I wonder if I'm having some “wrong thinking” out of this.
Example: I have a 0,1,0 vector on a Bind Export. It's visualized in both Primitive and Points, but not in Detail.
You can see it color (green) but no vector or marker.
I was expecting markers at the origin and vector rooted at the origin. But nothing.
Let me know how Detail should be visualized. Thanks
I have been trying to use it because when I want to do calculations that are not mesh element dependent, in my mind, doing it in Detail will have better performance. But it seems I can't visualize them, so I wonder if I'm having some “wrong thinking” out of this.
Example: I have a 0,1,0 vector on a Bind Export. It's visualized in both Primitive and Points, but not in Detail.
You can see it color (green) but no vector or marker.
I was expecting markers at the origin and vector rooted at the origin. But nothing.
Let me know how Detail should be visualized. Thanks
Edited by probiner - May 29, 2017 09:30:26
SI Users » Surface Loft like SI?
- probiner
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Thanks for the ideas guys, here are the roadblocks. My idea was to create a Nurbs surface that I can query with UV coordinates, so polygons are not a desired output.
Here's the two distributions in XSI
@nicoM
You're right, The square I was using is set to polygon. If I set it to NURBS and put the Order set to 2 it delivers. Per Span or Knot Distribution can be attained by this.
@amm
Polypatch output is polygons and not a Nurbs surface. The cardinal option indeed seems to do something similar to XSI's “Per Span” option.
Good stuff. Looks like I'll have to get more nodes involved to get the Uniform distribution example, though.
Here's the two distributions in XSI
@nicoM
You're right, The square I was using is set to polygon. If I set it to NURBS and put the Order set to 2 it delivers. Per Span or Knot Distribution can be attained by this.
@amm
Polypatch output is polygons and not a Nurbs surface. The cardinal option indeed seems to do something similar to XSI's “Per Span” option.
Good stuff. Looks like I'll have to get more nodes involved to get the Uniform distribution example, though.
Edited by probiner - May 29, 2017 08:23:43
SI Users » Surface Loft like SI?
- probiner
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In the picture, 4 square closed linear curves being used as profile for a Nurbs Surface produced through Loft.
More over in this particular case I'm using the “Absolute” option, so the Nurbs segments are evenly distributed along the surface, as you can see the segments slide passed the profiles, and are not bound by them.
I've tried something similar with Skin in Houdini, but seems to not interpolate, just do a straight transitions.
I really like the interpolated (not approximated) aspect of SI's surface lofting. And both “Per Span” and “Absolute” modes are really useful; the first for strict control, the second for uniform distribution as seen below.
Cheers
More over in this particular case I'm using the “Absolute” option, so the Nurbs segments are evenly distributed along the surface, as you can see the segments slide passed the profiles, and are not bound by them.
I've tried something similar with Skin in Houdini, but seems to not interpolate, just do a straight transitions.
I really like the interpolated (not approximated) aspect of SI's surface lofting. And both “Per Span” and “Absolute” modes are really useful; the first for strict control, the second for uniform distribution as seen below.
Cheers
Edited by probiner - May 29, 2017 06:15:59
SI Users » Arrays in Houdini. Wondering...
- probiner
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Hey guys, thanks for the insights
@Artye
My goal is to use Vop. The picture below shows something more in light of the smoothing I'm trying to do. You've shown me some interesting avenue with “pcopen”, but this not for this:
@amm
Hey hey Thanks for the inputs. I've uses Loops then even ended up setting up a HDA to do those summarizing operations:
As seen in the first image, I just didn't grasp how to do all the looping inside the VOP, I had to have the ICE equivalent to “Repeat” done on SOP level.
So much to learn
Cheers
@Artye
My goal is to use Vop. The picture below shows something more in light of the smoothing I'm trying to do. You've shown me some interesting avenue with “pcopen”, but this not for this:
@amm
Hey hey Thanks for the inputs. I've uses Loops then even ended up setting up a HDA to do those summarizing operations:
As seen in the first image, I just didn't grasp how to do all the looping inside the VOP, I had to have the ICE equivalent to “Repeat” done on SOP level.
So much to learn
Cheers
Edited by probiner - May 22, 2017 20:41:54
SI Users » Quick way to check VEX/VOP atributes without binding?
- probiner
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Thanks, this is interesting to know.
Ehehe, see? Nodes can be very verbose but reduce typos mishaps.
BabaJ
Ooops…sry about that..typo
Ehehe, see? Nodes can be very verbose but reduce typos mishaps.
SI Users » Arrays in Houdini. Wondering...
- probiner
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I'm trying to recreate some of the things I've done in ICE and I'm finding some roadblocks.
Let's say I want to do a simple smooth, per point get the neighbors positions and average them. Here's a way to do it in ICE.
In VOP I'm a bit lost atm since even though I can access the neighbors ID, unlike ICE there's no “locations” here, so I dunno how to get the point positions of said neighbors.
Also apparently I can't create an array by selecting from an array with an array of indices instead of a single value.
More over, these very handy array operations don't seem to exist.
If I'm going to have to loop to get these, I wonder how much overhead these put into Houdini and also if it's better to do them directly in VEX or in an “inline code” node. (?)
And even if I loop to create my arrays, will they be created per vertex? Isn't that wasteful?
What's the “context” of the attribute VOP? Is it always point?
I'm guessing many of you went through this “rewiring”, eh.
Let's say I want to do a simple smooth, per point get the neighbors positions and average them. Here's a way to do it in ICE.
In VOP I'm a bit lost atm since even though I can access the neighbors ID, unlike ICE there's no “locations” here, so I dunno how to get the point positions of said neighbors.
Also apparently I can't create an array by selecting from an array with an array of indices instead of a single value.
More over, these very handy array operations don't seem to exist.
If I'm going to have to loop to get these, I wonder how much overhead these put into Houdini and also if it's better to do them directly in VEX or in an “inline code” node. (?)
And even if I loop to create my arrays, will they be created per vertex? Isn't that wasteful?
What's the “context” of the attribute VOP? Is it always point?
I'm guessing many of you went through this “rewiring”, eh.
Edited by probiner - May 14, 2017 11:54:46
SI Users » Quick way to check VEX/VOP atributes without binding?
- probiner
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BabaJWhere should this go? I've tried it on a Attribute Wrangler.
I use printf function often, which will pop up a little console window.
You could do something like:printf("My Check of ptnum is %g\n\", @ptnum);
http://i.imgur.com/CKe7TRa.png [i.imgur.com]
This is not just for “numpt”, but to grasp how I can quickly visualize things in context.
Thank you both.
Edited by probiner - May 14, 2017 10:32:17
SI Users » Quick way to check VEX/VOP atributes without binding?
- probiner
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A newat feature of ICE is to inspect things in the viewport in context. But it always annoyed me a little I had to set attributes to check them.
I there a quick way to do that here in without having to “bind export” in a VOP or to i@atribute in VEX?
I notice that the visualizers work with say “P”,“N”,“Cd” but not, for example, “ptnum”, “primnum”, “numpt”, “numprim”. Funny enough the former are in green and the latter in blue in the VOPs
http://i.imgur.com/U6hfBAH.png [i.imgur.com]
What's the quickest way to check these? I know I have display options to have text markers for “ptnum”, “primnum” and “vtxnum”, but not the others.
If I bind “numpt” to a parameter either in VOP or VEX, then the visualizer marker works if I call the parameter set.
Thanks
I there a quick way to do that here in without having to “bind export” in a VOP or to i@atribute in VEX?
I notice that the visualizers work with say “P”,“N”,“Cd” but not, for example, “ptnum”, “primnum”, “numpt”, “numprim”. Funny enough the former are in green and the latter in blue in the VOPs
http://i.imgur.com/U6hfBAH.png [i.imgur.com]
What's the quickest way to check these? I know I have display options to have text markers for “ptnum”, “primnum” and “vtxnum”, but not the others.
If I bind “numpt” to a parameter either in VOP or VEX, then the visualizer marker works if I call the parameter set.
Thanks
Edited by probiner - May 13, 2017 00:36:29
SI Users » Houdini transformations - case study
- probiner
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Just another thing to point out. In XSI you can model two object at the same time. As far as I understand I can't be in edit the topology of meshes in 2 objects in the same object in Houdini. Not saying it's something major but here and there I've noticed it.
Cheers
Cheers
Edited by probiner - June 5, 2016 23:20:27
SI Users » Houdini transformations - case study
- probiner
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Guys thanks a lot for doing these posts. I also feel a big downgrade using the current Houdini manipulators coming from XSI and have thought about doing a similar thread myself.
Hopefuly SESI can pick some!
What I like about XSI is that things work with general rules on different contexts. So is the case of Transformations where some things apply to selected polygons as they apply to selected objects. For example: “Reset Translation” will put your object into 0,0,0, but if you apply it to a polygon selection it will put will move them to the 0,0,0 position of the object containing them (center the polygons).
The advantage of XSI's “simple rules that apply and combine everywhere” tendency is that the user doesn't need to learn a set of rules for each environment; by learning his way around a environment he is already learning his way around other enviorments and the muscular memory kicks in and “Oh this works here too, nice” kind of thing happens often. That along that some of the rules combine also results in many more outcomes, than a fixed set.
Cheers
Hopefuly SESI can pick some!
What I like about XSI is that things work with general rules on different contexts. So is the case of Transformations where some things apply to selected polygons as they apply to selected objects. For example: “Reset Translation” will put your object into 0,0,0, but if you apply it to a polygon selection it will put will move them to the 0,0,0 position of the object containing them (center the polygons).
The advantage of XSI's “simple rules that apply and combine everywhere” tendency is that the user doesn't need to learn a set of rules for each environment; by learning his way around a environment he is already learning his way around other enviorments and the muscular memory kicks in and “Oh this works here too, nice” kind of thing happens often. That along that some of the rules combine also results in many more outcomes, than a fixed set.
Cheers
Edited by probiner - June 5, 2016 18:15:36
Technical Discussion » From a bunch of polygon islands return manifold mesh?
- probiner
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Thanks Envibob! It does solve self intersection also being from a volume!
What I meant by perserving the points is illustrated by me applying the tree to the object I shared previously, as you can see the initial points don't match with the resulting ones.
I would say this doesn't solve it the way I was proposing, but it's neat to have available.
3DCoat does it already in a way with it's voxelization. I was looking for a more common modeling utility, maybe looking forward to perseve maps, etc.
Many thanks.
Cheers
I am not sure what points you are really trying to preserve…
What I meant by perserving the points is illustrated by me applying the tree to the object I shared previously, as you can see the initial points don't match with the resulting ones.
I would say this doesn't solve it the way I was proposing, but it's neat to have available.
3DCoat does it already in a way with it's voxelization. I was looking for a more common modeling utility, maybe looking forward to perseve maps, etc.
Many thanks.
Cheers
Technical Discussion » From a bunch of polygon islands return manifold mesh?
- probiner
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I'm wondering if there's something in houdini they make boolean union per island, meaning returns a manifold mesh skin from the interpenetrating geometry. A sequence boolean maybe could do it.
The extra to this problem is self penentrating geometry. Something that boolean union, wouldn't catch.
I was looking for something that preserves the meshes point positions, not much blob remesh.
Thanks
The extra to this problem is self penentrating geometry. Something that boolean union, wouldn't catch.
I was looking for something that preserves the meshes point positions, not much blob remesh.
Thanks
Houdini Indie and Apprentice » LWO exporter broken?
- probiner
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thanks for the response guys.
@awong
I wonder then why .lwo is even in the list if it was never supported.
As for .ply:
I tried the change you mentioned and still didn't load.
Same problem for either state in MeshMixer: http://i.imgur.com/tMk8bOz.png [i.imgur.com]
Blender imported them fine, thought!
Cheers
awong
Writing LightWave files was never supported actually.
I did a quick test with the PLY file. Blender loads Houdini's PLY fine, but MeshLab does not. This might be an issue in the LightWave importer. At the top of the PLY file, there's a line like:
property list uint int vertex_indices
Try changing it to:
property list int int vertex_indices
And see if this loads into LightWave.
@awong
I wonder then why .lwo is even in the list if it was never supported.
As for .ply:
I tried the change you mentioned and still didn't load.
Same problem for either state in MeshMixer: http://i.imgur.com/tMk8bOz.png [i.imgur.com]
Blender imported them fine, thought!
Cheers
SI Users » Houdini Group chat
- probiner
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Slack auto invite was broken. Working now!
Several reasons. Slack is new and neutral. You won't have people pushing others to their own comfort zone: Google, Skype (mine), IRC, etc. So it's new for everyone, runs on the browser by default, or you can get the desktop app or mobile app, etc. You can choose how.
The other is that I value being able to edit messages for a period of time. Very valuable for good communication. Avoids adding more lines to fix what could be fixed in the same line, allows to improve what you are trying to say (not everyone is native english speaker), etc etc. So NO-editing capability are a bit of deal breaker to me for hangouts, which I use everyday, but not for work or groupchat, just friends. Editing in Slack: http://i.imgur.com/mDsPEdf.png [i.imgur.com]
Give it a try! http://tiny.cc/join_proceduraldojo [tiny.cc]
jason_iversenHi Jason.
How about a Google Hangout?
Several reasons. Slack is new and neutral. You won't have people pushing others to their own comfort zone: Google, Skype (mine), IRC, etc. So it's new for everyone, runs on the browser by default, or you can get the desktop app or mobile app, etc. You can choose how.
The other is that I value being able to edit messages for a period of time. Very valuable for good communication. Avoids adding more lines to fix what could be fixed in the same line, allows to improve what you are trying to say (not everyone is native english speaker), etc etc. So NO-editing capability are a bit of deal breaker to me for hangouts, which I use everyday, but not for work or groupchat, just friends. Editing in Slack: http://i.imgur.com/mDsPEdf.png [i.imgur.com]
Give it a try! http://tiny.cc/join_proceduraldojo [tiny.cc]
SI Users » Houdini Group chat
- probiner
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Following matragora's suggestions I decided to give Slack a try.
Shows a lot of nice features: http://prntscr.com/8vxwk7 [prntscr.com]
To join, apply here:
http://tiny.cc/join_proceduraldojo [tiny.cc]
See you there
Shows a lot of nice features: http://prntscr.com/8vxwk7 [prntscr.com]
To join, apply here:
http://tiny.cc/join_proceduraldojo [tiny.cc]
See you there
SI Users » Compounding in Houdini?
- probiner
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SI Users » Compounding in Houdini?
- probiner
- 339 posts
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So in ICE I'm used to export a compound, it being added to the list of available compounds and me being able to place a referenced instance of it in the node field, so even if I update the compound file it also gets updated in the scenes its used.
How do you do the same in Houdini or are there other ways of working better than this in Houdini?
I already have my parameters in place.
Thanks
How do you do the same in Houdini or are there other ways of working better than this in Houdini?
I already have my parameters in place.
Thanks
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