I'm also not sure exactly what you're after, but is this it?
You can use a join SOP to combine the primitives. You can also remove in line points with the refine node, not sure if that's what you want?
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Technical Discussion » Combining Edges
- KMcNamara
- 228 posts
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Technical Discussion » [HDK] OpenCL examples?
- KMcNamara
- 228 posts
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Technical Discussion » [HDK] OpenCL examples?
- KMcNamara
- 228 posts
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Technical Discussion » [HDK] OpenCL examples?
- KMcNamara
- 228 posts
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Hi, two questions for you all today:
Does anyone know of any simple examples of how to use OpenCL in the HDK?
Does anyone know if it is possible to access a VDB grid from within an OpenCL kernel?
Does anyone know of any simple examples of how to use OpenCL in the HDK?
Does anyone know if it is possible to access a VDB grid from within an OpenCL kernel?
Technical Discussion » [SOLVED][HDK] How to modify VDB?
- KMcNamara
- 228 posts
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Hi,
I want to be able to write data into individual voxels inside of a VDB that is input to my HDK node.
So far I have done the following:
// Get the first VDB primitive in the geometry
GEO_PrimVDB* vdbPrim = NULL;
for (GA_Iterator it(gdp->getPrimitiveRange()); !it.atEnd(); it.advance())
{
GEO_Primitive* prim = gdp->getGEOPrimitive(it.getOffset());
if(dynamic_cast<const GEO_PrimVDB *>(prim))
{
vdbPrim = dynamic_cast<GEO_PrimVDB *>(prim);
break;
}
}
// Make sure we got a valid prim
if(!vdbPrim)
{
addError(SOP_MESSAGE, “Input geometry must contain a VDB”);
return error();
}
// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();
Next I try to get the Grid from vdbPrim, but I can't get it to work. I've tried a handful of functions like getGrid(), getGridPtr(), etc. Can anyone recommend what I need to do next?
EDIT - SOLVED Posting for any others who might find themselves in a similar struggle
Some more digging through the VDB docs lead me to this. Works!
// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();
// Try to get the vdb's grid
openvdb::GridBase:tr baseGrid;
if(vdbPrim->hasGrid())
baseGrid = vdbPrim->getGridPtr();
openvdb::FloatGrid:tr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(baseGrid);
openvdb::FloatGrid::Accessor accessor = grid->getAccessor();
openvdb::Coord xyz(0,0,0);
accessor.setValue(xyz, 1.0);
I want to be able to write data into individual voxels inside of a VDB that is input to my HDK node.
So far I have done the following:
// Get the first VDB primitive in the geometry
GEO_PrimVDB* vdbPrim = NULL;
for (GA_Iterator it(gdp->getPrimitiveRange()); !it.atEnd(); it.advance())
{
GEO_Primitive* prim = gdp->getGEOPrimitive(it.getOffset());
if(dynamic_cast<const GEO_PrimVDB *>(prim))
{
vdbPrim = dynamic_cast<GEO_PrimVDB *>(prim);
break;
}
}
// Make sure we got a valid prim
if(!vdbPrim)
{
addError(SOP_MESSAGE, “Input geometry must contain a VDB”);
return error();
}
// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();
Next I try to get the Grid from vdbPrim, but I can't get it to work. I've tried a handful of functions like getGrid(), getGridPtr(), etc. Can anyone recommend what I need to do next?
EDIT - SOLVED Posting for any others who might find themselves in a similar struggle
Some more digging through the VDB docs lead me to this. Works!
// Docs say to do this in case the grid is shared
vdbPrim->makeGridUnique();
// Try to get the vdb's grid
openvdb::GridBase:tr baseGrid;
if(vdbPrim->hasGrid())
baseGrid = vdbPrim->getGridPtr();
openvdb::FloatGrid:tr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(baseGrid);
openvdb::FloatGrid::Accessor accessor = grid->getAccessor();
openvdb::Coord xyz(0,0,0);
accessor.setValue(xyz, 1.0);
Houdini Indie and Apprentice » Not saving env variables with scene?
- KMcNamara
- 228 posts
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Sorry to bring up the old topic, but I can't get this to work in the case where I double click on a .hip file to open Houdini. In that case, the $JOB variable doesn't use my system variable, it uses what's set in the .hip file.
I have tried making a 123.py 456.py and pythonrc.py file with the code mentioned above, but the system variable only gets used when I open a blank Houdini and then open the file.
I have referred here but haven't found this to work:
http://www.sidefx.com/docs/houdini13.0/hom/independent [sidefx.com]
Is this a bug?
I have tried making a 123.py 456.py and pythonrc.py file with the code mentioned above, but the system variable only gets used when I open a blank Houdini and then open the file.
I have referred here but haven't found this to work:
http://www.sidefx.com/docs/houdini13.0/hom/independent [sidefx.com]
Is this a bug?
Technical Discussion » Viewport rendering flat gray on Radeon card
- KMcNamara
- 228 posts
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Hi,
My viewport renders flat gray whenever the mouse is not being held down inside of it. I emailed SideFX support but their response was “we only support workstation cards”.
Does anyone have any advice? I have tried all three different GL 3D rendering modes.
Houdini 13.0.343
Linux Mint 16
Radeon HD 6950 (Catalyst 13.251)
My viewport renders flat gray whenever the mouse is not being held down inside of it. I emailed SideFX support but their response was “we only support workstation cards”.
Does anyone have any advice? I have tried all three different GL 3D rendering modes.
Houdini 13.0.343
Linux Mint 16
Radeon HD 6950 (Catalyst 13.251)
Technical Discussion » Ocean rendering flat
- KMcNamara
- 228 posts
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Technical Discussion » Ocean rendering flat
- KMcNamara
- 228 posts
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Any other ideas? Can anyone confirm that the file joker posted renders properly in Apprentice HD?
Technical Discussion » Ocean rendering flat
- KMcNamara
- 228 posts
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Hey Joker, unfortunately the file you posted also renders flat on my computer. It is almost exactly the same as my file.
fsimerey, thanks for the reply but I understand what you mentioned. The displacement maps exist and are in the right location.
I'm on Apprentice HD, could that be a problem? Windows 7, Apprentice HD 13.0.250
fsimerey, thanks for the reply but I understand what you mentioned. The displacement maps exist and are in the right location.
I'm on Apprentice HD, could that be a problem? Windows 7, Apprentice HD 13.0.250
Technical Discussion » Ocean rendering flat
- KMcNamara
- 228 posts
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Hey, thanks for the reply. Unfortunately render view and mplay both give me flat renders. I have also made sure that the displacement maps are being written and have verified that they look correct when viewed in mplay. Still no displacement though :s
Technical Discussion » Ocean rendering flat
- KMcNamara
- 228 posts
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Hi, when I try to render the ocean off the shelf I get a flat surface. You can see below that I have hooked the displacement rop into the mantra node, but still no displacement.
Any ideas?
Thanks
Any ideas?
Thanks
Technical Discussion » Can't get these points sorted
- KMcNamara
- 228 posts
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Technical Discussion » Can't get these points sorted
- KMcNamara
- 228 posts
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Hey Marty, I have tried a handful of options on the sort SOP but haven't gotten anything that works yet.
Here's the file, any suggestions would be appreciated.
Thanks!
Here's the file, any suggestions would be appreciated.
Thanks!
Technical Discussion » Can't get these points sorted
- KMcNamara
- 228 posts
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Hey, does anyone know how to get these points sorted they way I numbered them in the rightmost image?
By looking at the leftmost image, it seems like you could use the neighbour() function in vex to walk around the primitive and sort the points. However, as you can see in the wire frame view, houdini is connecting invisible edges in between 5/6 and 7/8, so the neighbour() function thinks those points are connected.
Does anyone know how to get them sorted or at least delete those invisible edges so that the neighbour function gives me the ordering I'm looking for?
(sorry for the large image, need to keep the image large enough for you to be able to read the point numbering)
By looking at the leftmost image, it seems like you could use the neighbour() function in vex to walk around the primitive and sort the points. However, as you can see in the wire frame view, houdini is connecting invisible edges in between 5/6 and 7/8, so the neighbour() function thinks those points are connected.
Does anyone know how to get them sorted or at least delete those invisible edges so that the neighbour function gives me the ordering I'm looking for?
(sorry for the large image, need to keep the image large enough for you to be able to read the point numbering)
Technical Discussion » Custom VEX built-in functions
- KMcNamara
- 228 posts
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Technical Discussion » Custom VEX built-in functions
- KMcNamara
- 228 posts
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Is there any way to define my own built-in VEX functions? I have a function that I want to use in multiple attribWrangle nodes but I don't want to redefine the function in each node.
Thanks!
Thanks!
Technical Discussion » Choosing a graphics card
- KMcNamara
- 228 posts
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I can confirm that ATI cards still do not display geometry nearly as well as NVidia cards in Houdini 13. I run NVidia at work and ATI at home and it's really noticeable how buggy the display is at home.
Houdini Indie and Apprentice » Building Generator
- KMcNamara
- 228 posts
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Yea, that would be nice. Just ran into that issue with digital assets inside of loops - totally agree now that this is a bug.
Going to submit another ticket to SideFX to poke them on the issue.
Going to submit another ticket to SideFX to poke them on the issue.
Technical Discussion » Package HDK plugin in OTL
- KMcNamara
- 228 posts
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Hi, does anyone know how I can package my HDK plugin in an OTL? It's a sop node, but I don't want the user to have to separately install the .dll as well as the OTL.
thanks!
thanks!
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