I was not aware of those VEX constraints, which are a pity.
VEX is much faster than wiring nodes. SESI VEX investment has paid off handsomely.
But, VEX can only ever create implicit tools because Wrangles are input bound.
What I'd want to do with VEX Verbs is create explicit tooling (in feature parity with Subnet HDA's).
Maybe that is a new VEX Verb node that is Compile safe?
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Houdini Lounge » HDK: compiled sops example
- TwinSnakes007
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Technical Discussion » Constraint Network - Contraint_Type = 'rotation' Example
- TwinSnakes007
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Can anyone post an example file of how to use the ‘rotation’ constraint_type?
Also, wanted to know how to use the condir and condof attributes with a constraint network?
I looked at all of the Constraint Network example files and none of them touched any of this.
Thanks.
Also, wanted to know how to use the condir and condof attributes with a constraint network?
I looked at all of the Constraint Network example files and none of them touched any of this.
Thanks.
Houdini Lounge » HDK: compiled sops example
- TwinSnakes007
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Houdini Learning Materials » New Group Expression
- TwinSnakes007
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Group Range SOP node with a method of Relative to Start/End with a Start value of 1 and End value of 1 should do it.
Houdini Lounge » Houdini 16 and Overriding material
- TwinSnakes007
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rafal
This menu was implemented with SHOPs in mind, and relied on custom parameter tags, which did not work seamlessly with VOPs. We needed to move towards material VOPs for to make the material layering possible, but did not have time to rework that menu. We realize this menu is a useful and intuitive feature, so we plan to bring it back. We just need to re-design it, to keep the intuitiveness while refitting it to the new architecture.
Our current thinking is to provide similar GUI but build a stylesheet under the hood. This will allow the old and familiar steps to create local material parameters, but take advantage of the more efficient override mechanisms under the hood.
To my knowledge, 3rd party renderers cannot consume material stylesheets, and the viewport support for material stylesheets doesnt sync too well at the moment.
I'm hoping SESI matures some tool to manage rendering attributes more cleanly across the board.
Technical Discussion » Selecting the last point of a curve in H16
- TwinSnakes007
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Because I believe they wanted to lower the barrier of proceduralism in Houdini for new comers.
One should be able to select the 1st/last member of a list without having to learn HScript/Vex beforehand.
So, they introduced the Group by Range node, set the Method to ‘Relative to Start/End’, check the ‘Invert Range’ checkbox and then increase the Start/End value sliders to your liking.
Now this style of Grouping is more accessible to a wider range of Houdini users.
I like this direction of bringing Houdini out of the TD spectrum and into the range of the average Generalist.
One should be able to select the 1st/last member of a list without having to learn HScript/Vex beforehand.
So, they introduced the Group by Range node, set the Method to ‘Relative to Start/End’, check the ‘Invert Range’ checkbox and then increase the Start/End value sliders to your liking.
Now this style of Grouping is more accessible to a wider range of Houdini users.
I like this direction of bringing Houdini out of the TD spectrum and into the range of the average Generalist.
Technical Discussion » Help is still broken!
- TwinSnakes007
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Nearest I can tell is that, at some point, the Help server gets blocked by the OS (Windows 10), and so you have to restart H in order to get Help working again.
Technical Discussion » H16 regression with VEX snippet - *Not a Bug
- TwinSnakes007
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Technical Discussion » H16 regression with VEX snippet - *Not a Bug
- TwinSnakes007
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In H16, VEX snippets do not allow spaces.
Drop a Node that has a Group field, and type a VEX snippet with spaces, notice Grouping is not enforced. Remove spaces and Grouping is enforced.
Pretty sure spaces were allowed in H15.5
Drop a Node that has a Group field, and type a VEX snippet with spaces, notice Grouping is not enforced. Remove spaces and Grouping is enforced.
Pretty sure spaces were allowed in H15.5
Edited by TwinSnakes007 - April 6, 2017 11:17:54
Technical Discussion » Intro to Particles (DOPS)
- TwinSnakes007
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@jlait - Thanks for the quick fix and help/tooltip adjustments. Now Constant works in a predictable fashion with “Probabilistic Emission” disabled.
Technical Discussion » Intro to Particles (DOPS)
- TwinSnakes007
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@jsmack - Thanks. I'll look at POP Source next…after I understand POP Location
@jlait - Thanks. So that's why I didnt see anything when I disabled Prob. Emission huh? Makes sense…and hey…found a bug my 1st time out the DOPs Gate!
@jlait - Thanks. So that's why I didnt see anything when I disabled Prob. Emission huh? Makes sense…and hey…found a bug my 1st time out the DOPs Gate!
Technical Discussion » Intro to Particles (DOPS)
- TwinSnakes007
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So, I've been studying SOPs for the past 2 years, and am ready to learn simulations, since I have some background with Particles in XSI/ICE, I'm starting there.
Disclaimer, I've never done a H simulation in my life, so I consider myself a great barometer on the learning curve for Particle Simulations in H.
After playing with shelf tools/reading docs, I think I've found some issues, but, I feel like maybe I dont understand the basics enough to log Bugs/RFE's.
All I have is a DOP Network which inside has a Pop Object, Pop Location and Pop Solver.
* Pop Location node: Shouldnt the tooltip for Const. Activation read:
"Turns constant emission on and off. Constant emits the number of particles in the Constant birth rate below each second. A value of 0 means off, any other value means on."?
* Constant Birth rate doesnt seem predictable at all. Disabling Impulse Activation and set Constant Birth Rate to 1 with default values for all other nodes, I would expect a new particle every 24th frame (1 sec), but that's not the case. Only way I found to get predictable results in regards to Constant birth rate, is to remove the expression on the Time Step Pop Network parameter and set the Time Step parameter to 1.
* Impulse Activation/Count works as expected, with the default Time Step expression in place on the Pop Network node.
I feel I should understand these 3 nodes before I attempt to go further.
Thanks.
Disclaimer, I've never done a H simulation in my life, so I consider myself a great barometer on the learning curve for Particle Simulations in H.
After playing with shelf tools/reading docs, I think I've found some issues, but, I feel like maybe I dont understand the basics enough to log Bugs/RFE's.
All I have is a DOP Network which inside has a Pop Object, Pop Location and Pop Solver.
* Pop Location node: Shouldnt the tooltip for Const. Activation read:
"Turns constant emission on and off. Constant emits the number of particles in the Constant birth rate below each second. A value of 0 means off, any other value means on."?
* Constant Birth rate doesnt seem predictable at all. Disabling Impulse Activation and set Constant Birth Rate to 1 with default values for all other nodes, I would expect a new particle every 24th frame (1 sec), but that's not the case. Only way I found to get predictable results in regards to Constant birth rate, is to remove the expression on the Time Step Pop Network parameter and set the Time Step parameter to 1.
* Impulse Activation/Count works as expected, with the default Time Step expression in place on the Pop Network node.
I feel I should understand these 3 nodes before I attempt to go further.
Thanks.
Edited by TwinSnakes007 - April 3, 2017 13:30:34
Technical Discussion » Attribute Wrange - Run over Numbers
- TwinSnakes007
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H calculates an intrinsic bbox for you automatically, which will give you min/max in all 3 axes.
Houdini Learning Materials » Redshift doesn't like Alembic?
- TwinSnakes007
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FYI - It's on the RS radar - direct rendering support of Alembic. It's not a feature target of the current RS 2.50 feature cycle (to my knowledge).
Technical Discussion » Point attribute updates within attribute wrangle
- TwinSnakes007
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@Cd = rand(1 + @ptnum);
vector test = point(0, "Cd", @ptnum);
What this line is saying is, hey, you already have Cd point attribute, please go out and look at your input0 and fetch Cd point data again and assign it to my local variable test.
If you want to assign the value of the Cd attribute to your local variable ‘test’, then could do:
vector test = @Cd;
Then, to print out the value of your variable test to the console, you could do:
printf("test %f \n", test);
…all which ends up being:
@Cd = rand(1 + @ptnum); vector test = @Cd; printf("test %f \n", test);
But, I would not write values to the console using printf, because its DOG slow, AND because, that's what the Geometry Spreadsheet is built for, inspecting attribute data in Houdini.
Edited by TwinSnakes007 - March 8, 2017 18:03:47
Houdini Learning Materials » Queston about the training sessions att GDC 2017
- TwinSnakes007
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chebert
What would be your top 3 or 5 topics you'd live to see covered in greater detail?
Terrain Masterclass
Fur Masterclass
Muscle Masterclass
Compiled SOP Quickstart
OpenCL SOP Quickstart
Technical Discussion » Keep Persistant Value in Point Wrangle
- TwinSnakes007
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VEX has Context (or Containers):
Detail -> Primitive -> Vertex -> Point
You could create a Detail attribute in a Wrangle set to Run Over “Detail (only once)”.
Then in a Point Wrangle, reference the Detail attribute you created upstream.
Detail -> Primitive -> Vertex -> Point
You could create a Detail attribute in a Wrangle set to Run Over “Detail (only once)”.
Then in a Point Wrangle, reference the Detail attribute you created upstream.
Technical Discussion » Terrain Generation
- TwinSnakes007
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Technical Discussion » How to transfer colors from heightfield to converted poly geometry?
- TwinSnakes007
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Oh wow. Thank you very much.
edit: Works like'a charm.
edit: Works like'a charm.
Edited by TwinSnakes007 - March 2, 2017 18:11:20
Technical Discussion » RSlight crashes daily 534
- TwinSnakes007
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