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Technical Discussion » Using attributes and local variables
- kahuna031
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Your confusion is just reasonable. Houdini is constantly in a state of flux and this is one example. $ was the old way, @ the new and better. Where you can, use @ for local values but there's no substitute for globals like $F.
Technical Discussion » Deleting objects based on path attribute
- kahuna031
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Do you have them in SOPs? If not use an object merge, with settings to packed and keep path as attribute.
Then, in a point wrangle (I think the path attrib is point, if I'm wrong and it's a prim attrib use a prim wrangler and @primnum instead):
if(find(s@path, ‘mainBooster’) <0)removepoint(0,@ptnum);
That should give you points to copy to.
Then, in a point wrangle (I think the path attrib is point, if I'm wrong and it's a prim attrib use a prim wrangler and @primnum instead):
if(find(s@path, ‘mainBooster’) <0)removepoint(0,@ptnum);
That should give you points to copy to.
Technical Discussion » Creating vertex in hdk with interpolated attribute values
- kahuna031
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I want to add a vertex to an edge of a poly and I want it to get a mix of it's neighbours attrib values. This is really awkward in vex and I was hoping that when I now face this problem in hdk there would be some advantages. Or do I need to find all atttibutes, loop over them and mix their values per type?
Technical Discussion » Effective opencl
- kahuna031
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It is GLSL performance but VEX is already quite fast and unless massiveArithmetics is very slow on vex then your bottleneck will be the cpu-gpu-cpu copying.
Try comment out massiveArithmetics see what compute time you get, that's basically the overhead, If this number is close to vex then opencl offers nothing.
Try comment out massiveArithmetics see what compute time you get, that's basically the overhead, If this number is close to vex then opencl offers nothing.
Technical Discussion » Effective opencl
- kahuna031
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But that's what you got already? But the bottleneck isn't compute but I/O. I've got crazy speeds with OCL when problem was isolated to one compute step: http://beautyapproximations.blogspot.com/2018/01/cloth-demo-gif.html?m=1 [beautyapproximations.blogspot.com]
Technical Discussion » Effective opencl
- kahuna031
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There's an overhead cost to opencl in copying the data between cpu and gpu so you typically need code that iterates a large number of times over the same data before you make this up.
Technical Discussion » copy node, connect distance with scale
- kahuna031
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He wants the distance between the boxes to be fixed. So for each step the step size needs to be increased with half the size of the two boxes on either side.
Technical Discussion » copy node, connect distance with scale
- kahuna031
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Technical Discussion » point manipulation order in wrangle nodes
- kahuna031
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And just to be super clear, attribute variables are writable within the wrangler code.
@P =set(0,0,0);
vector foo =@P;
foo will be 0,0,0.
@P =set(0,0,0);
vector foo =@P;
foo will be 0,0,0.
Technical Discussion » copy node, connect distance with scale
- kahuna031
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A while since I worked that way, usually have points to copy to. But you can write an expression based on $CY which is the current copy number. ‘Distance+$CY *box size increase’ will get you close.
Technical Discussion » Procedural modular walls?
- kahuna031
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To make holes->boolean
To move parts of the geo, try ‘edit’ or transform. The little arrow in the top of the parameters lets you select what geo is to be affected.
To move parts of the geo, try ‘edit’ or transform. The little arrow in the top of the parameters lets you select what geo is to be affected.
Technical Discussion » point manipulation order in wrangle nodes
- kahuna031
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It will use the original position. As you say it'parallelized so there can't be any feedback between points.
If you want to iterate in sequence you run a detail wrangler with a loop over the points.
If you want to iterate in sequence you run a detail wrangler with a loop over the points.
Technical Discussion » Curve Points attracting or pushing each other by attribute.
- kahuna031
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AdrianoYou'll get the same result from using a poly grid, the height field is just the most convenient tool to work with a 2d grid in Houdini. The square shape is not relevant either as you can simply mask of the area from your input object. Doubt you'd need erosion tools either, it's more about modeling and rendering curves.kahuna031
Best way to get that kind of pattern is in my experience to do a shortest path setup and drive the resulting paths by manipulating the terrain.
To get going, noise up a height field, convert to polys, do a shortest path from all points to a single one.
Thanks for the tips. I'm trying to avoid terrain tools by all means, not only because i'm pretty sure that those retina textures are actually created with such, most likely some flow maps from wold creator or any kinda erosion tools and alike, so it'd be a bit redundant….but mostly i want to be able to create those patterns and shapes in a procedural seamless way on any kinda geometry and not just on flat squarish surfaces.
Thanks for your time.
Cheers,
A.
The question is if you want your paths in 2d or 3d, I'm pretty sure your reference is in 2d but if you want it in 3d on any input object shortest path is still the way to go. Difference now is you need to control 3d patterns to drive the path finding, then I'd recomend converting your mesh to vdb and back to mesh, this gives you a uniformly sampled toplogy to apply noise on and apply the process I described earlier.
Technical Discussion » Curve Points attracting or pushing each other by attribute.
- kahuna031
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Best way to get that kind of pattern is in my experience to do a shortest path setup and drive the resulting paths by manipulating the terrain.
To get going, noise up a height field, convert to polys, do a shortest path from all points to a single one.
To get going, noise up a height field, convert to polys, do a shortest path from all points to a single one.
Houdini Engine for Maya » Is this even possible?
- kahuna031
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If you want to build a house from parts, have the tool take parts and not a complete building. The game dev tools have such a tool, I'd start testing that.
You can also go for the fully procedural aproach, doing it in Houdini from scratch. This path will give you control at the cost of artistic freedom. Depends on the needs.
You can also go for the fully procedural aproach, doing it in Houdini from scratch. This path will give you control at the cost of artistic freedom. Depends on the needs.
PDG/TOPs » TOP HDA Processor not working in Apprentice version?
- kahuna031
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PDG/TOPs » PDG output multiple objects to a FBX file , help !
- kahuna031
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Technical Discussion » Install HDA forever
- kahuna031
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If you're using windows, place your hdas in this folder documents/houdinixx.x/otls/ where ‘xx.x’ is you houdini version, eg ‘17.5’.
PDG/TOPs » PDG output multiple objects to a FBX file , help !
- kahuna031
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I've faced the same issue, not sure it's ideal but my best idea is to make an hda that wraps the fbx generation. Create bgeo files for the lods, place them all in the same dir and then pass the dir to the hdaprocessor.
Technical Discussion » Group highlighting persists to Null node?
- kahuna031
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Yep, old one. I got word from a sesi engineer around 16 that it was unexpected behavior though.
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