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Technical Discussion » point looping in vex
- kojala
- 24 posts
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well the main point is that I have scattered points and then a shape and I want some of the points to move evenly across the shape. Ive done this by scattering a second set of points, now the problem is how I match which point goes where
Edited by kojala - May 29, 2017 10:18:06
Technical Discussion » point looping in vex
- kojala
- 24 posts
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HI.
I have two sets of points and I want to find closest point in the first set for each point in the second set. each point in the first set should be used only once. the wrangle should output the first set with new locations for some of the points.
if I use a point wrangle to iterate trough the first set I cant put the points in the second set to any group (so I could check which is used and not), atleast I could not get this working, I had the second set as second input to the wrangle.
I ended up doing this with detail wrangle (running only once), but this method is slow.
but I was able to put used point ids to an array and use only the unused ones.
I have two sets of points and I want to find closest point in the first set for each point in the second set. each point in the first set should be used only once. the wrangle should output the first set with new locations for some of the points.
if I use a point wrangle to iterate trough the first set I cant put the points in the second set to any group (so I could check which is used and not), atleast I could not get this working, I had the second set as second input to the wrangle.
I ended up doing this with detail wrangle (running only once), but this method is slow.
but I was able to put used point ids to an array and use only the unused ones.
Technical Discussion » Houdini 16 and ambient occlusion
- kojala
- 24 posts
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Technical Discussion » Houdini 16 and ambient occlusion
- kojala
- 24 posts
- Offline
Hi
Ive been using Houdini 16 now for three weeks and I first started with apprentice version and now with Core. In neither I can see no ambient occlusion in the viewport ( SSAO ). Even if I enable High Quality Lighting + Ambient Occlusion I see no difference. Enabling also reflections from the same place makes no difference.
I have GeForce GTX 1080 Ti card and my driver version is 378.92, what Im doing wrong?
Ive been using Houdini 16 now for three weeks and I first started with apprentice version and now with Core. In neither I can see no ambient occlusion in the viewport ( SSAO ). Even if I enable High Quality Lighting + Ambient Occlusion I see no difference. Enabling also reflections from the same place makes no difference.
I have GeForce GTX 1080 Ti card and my driver version is 378.92, what Im doing wrong?
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