just create vector variable and assign your scalar value to first component
so on your pointcloud you do:
v@lookup = set(i@class, 0, 0);
then you can look it up using the same or other attrib:
pcopen(0 ,“lookup”,v@lookup,1,10);
or
pcopen(0 ,“lookup”, set(i@id, 0, 0) ,1,10);
or whatever you want
however if you are just doing that to get all the points containing certain attrib value then you can use findattribval() function
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Houdini Indie and Apprentice » pcopen with scalar attribute
- tamte
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Technical Discussion » Accessing attribute qualifiers in VEX
- tamte
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Houdini Learning Materials » shelf tool question:
- tamte
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http://www.sidefx.com/docs/houdini14.0/hom/hou/Desktop#createFloatingPaneTab [sidefx.com]
there is an example code of this function showing exactly what you need
there is an example code of this function showing exactly what you need
Technical Discussion » hou.stamp sometimes works and sometimes not
- tamte
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planoform
Thanks! From this I was able to access the FORIDXVALUE within a foreach using a python node and then go about my business:
index = int(hou.hscriptExpression('stamp(“..”, “FORIDXVALUE”, 0)'))
nowadays you can use hou.Node.stampValue() to access stamp variable in python
like:
hou.node(“..”).stampValue(“FORIDXVALUE”, 0)
or
hou.node(“..”).stampValue(ch(“../foridxstamp”), 0)
Houdini Lounge » vopsop H14?
- tamte
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the main pointcloud difference it that with pcopen in CVEX you need to connect P explicitly, in old VopSop you could get away with unconnected P input
otherwise it should work the same way, in case it doesn't work for you, just post the file
otherwise it should work the same way, in case it doesn't work for you, just post the file
Houdini Lounge » Bake PBR lighting into a Texture
- tamte
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while you can use -u flag, there is as well UV Render Object parm on mantra/Rendering/Render tab to do it directly, still only micropoly and your uv-s need to be vertex attrib
Technical Discussion » Alembic export with attributes on packed prims?
- tamte
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Thanks Dennis,
For getting it in I'm currently unpacking and copying the attribs to packed, however Python may actually by faster I'll check that
I was thinking about user properties, but nothing comes in in that dictionary from our Maya exports (could be due to our custom abc exporter though), I will experiment with that more, the most important thing now is to export packed attributes from Houdini
I tried exporting prim attrib abc_userProperties with reformated attrib to JSON format, like {“abc_a”:“1000”}, however nothing comes in either
Any Idea on how to export abc_userProperties correctly?
For getting it in I'm currently unpacking and copying the attribs to packed, however Python may actually by faster I'll check that
I was thinking about user properties, but nothing comes in in that dictionary from our Maya exports (could be due to our custom abc exporter though), I will experiment with that more, the most important thing now is to export packed attributes from Houdini
I tried exporting prim attrib abc_userProperties with reformated attrib to JSON format, like {“abc_a”:“1000”}, however nothing comes in either
Any Idea on how to export abc_userProperties correctly?
Technical Discussion » Alembic export with attributes on packed prims?
- tamte
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- I have alembic from Maya which I'm importing as packed alembic, attaching some attribs and exporting using path to get the same hierarchy and transforms as original, however point/primitive attributes on packed prims are not being exported
- the same is the case with plain export of packed primitives with attributes
- I don't want to unpack, include attribs in and pack again since that would prevent it from using instancing and reusing the same geometry every frame (as only transfrom and my per object attribs are animated)
so it would result in super huge files since it will treat it as different geo every frame, and I will loose my packed transforms
any way to do that?
- similarly I have some shape attribs in maya, which come in packed inside of the packed alembics, while I would expect them to be living on top of them as they are per object/shape and not per point/primitive
- the same is the case with plain export of packed primitives with attributes
- I don't want to unpack, include attribs in and pack again since that would prevent it from using instancing and reusing the same geometry every frame (as only transfrom and my per object attribs are animated)
so it would result in super huge files since it will treat it as different geo every frame, and I will loose my packed transforms
any way to do that?
- similarly I have some shape attribs in maya, which come in packed inside of the packed alembics, while I would expect them to be living on top of them as they are per object/shape and not per point/primitive
Technical Discussion » $HIP is getting repeated twice in my file paths. ? $HIP/$HIP
- tamte
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Tuesday, March 31, 2015
Houdini 14.0.290: Fixed bug with the file choosers incorrectly expanding paths with embedded “/../” strings.
this was super fast, amazing support, thanks SESI
Houdini 14.0.290: Fixed bug with the file choosers incorrectly expanding paths with embedded “/../” strings.
this was super fast, amazing support, thanks SESI
Technical Discussion » Parent object relative path
- tamte
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so let's say your hierarchy is
/obj/GeoObject/chopnet/ObjectCHOP
to get Object connected to first input of GeoObject from ObjectCHOP's targetpath parm you will type:
`opinputpath(“../..”, 0)`
it will simply get first input node of the node 2 levels above the ObjectCHOP, which is first input of GeoObject node
EDIT: too slow
/obj/GeoObject/chopnet/ObjectCHOP
to get Object connected to first input of GeoObject from ObjectCHOP's targetpath parm you will type:
`opinputpath(“../..”, 0)`
it will simply get first input node of the node 2 levels above the ObjectCHOP, which is first input of GeoObject node
EDIT: too slow
Houdini Learning Materials » Audio Switch in Chops
- tamte
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you may be right, that the audio is precached from channel at the start
as Switch CHOP is switching the whole channels it will not update in the middle of playback
you can use Blend CHOP instead to create switching/blending within the channel value itself and therefore it will be considered in precached audio
as Switch CHOP is switching the whole channels it will not update in the middle of playback
you can use Blend CHOP instead to create switching/blending within the channel value itself and therefore it will be considered in precached audio
Technical Discussion » Alembic Export of Sphere Primitives
- tamte
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as you said
just keep the points with scale attrib which you used for copying points
and export alembic with such points
then import it into C4D, don't forget to check Points As Particle Geometry on C4D importer
just keep the points with scale attrib which you used for copying points
and export alembic with such points
then import it into C4D, don't forget to check Points As Particle Geometry on C4D importer
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- tamte
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don't worry, it's simple enough
here are 2 methods
1. foreach in feedback mode, processing each iteration the same way as if merge results was on (just geo of the same attrib value), then adding it to accumulated geo from previous iterations and summing the attrib or whatever
2. foreach in merge results mode, but creating additional point per iteration holding your desired data
after foreach splitting the geo and data points, accumulating value of data points as geo detail attrib
here are 2 methods
1. foreach in feedback mode, processing each iteration the same way as if merge results was on (just geo of the same attrib value), then adding it to accumulated geo from previous iterations and summing the attrib or whatever
2. foreach in merge results mode, but creating additional point per iteration holding your desired data
after foreach splitting the geo and data points, accumulating value of data points as geo detail attrib
Houdini Learning Materials » Basic Chops Question Remapping 0 to 1 but not MATH
- tamte
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what you may try is to subtract 0.5 with Match chop to make it's mean at 0
and maybe multiply by something to define speed
then use Area CHOP to accumulate values over time
so by pushing it up you will be accumulatively increasing value at speed of how strong you have pushed, by pressing down accumulatively decreasing, by keeping it at the middle , the value would stay as it is
or on top of that you can as well use reset pulse input on Area CHOP to reset the value when you change the direction if that's what you want
and maybe multiply by something to define speed
then use Area CHOP to accumulate values over time
so by pushing it up you will be accumulatively increasing value at speed of how strong you have pushed, by pressing down accumulatively decreasing, by keeping it at the middle , the value would stay as it is
or on top of that you can as well use reset pulse input on Area CHOP to reset the value when you change the direction if that's what you want
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- tamte
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I meant that you can replicate Merge Results by merging geometry to fed-back one, but with the advantage of appending every iteration therefore summing up attribs or anything
I'll have a look at it at home, not being able to upload from work
I'll have a look at it at home, not being able to upload from work
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- tamte
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do you need to use merge results?
if you don't check that, you can still isolate current iteration geo and merge to all previous ones from feedback geo and sum your detail so in the end you will end up with merged results and summed detail or whatever
if you don't check that, you can still isolate current iteration geo and merge to all previous ones from feedback geo and sum your detail so in the end you will end up with merged results and summed detail or whatever
Technical Discussion » $HIP is getting repeated twice in my file paths. ? $HIP/$HIP
- tamte
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chrism
Are you guys using recent cuts? I recall we fixed a $HIP path issue in 14.0.209 - not sure if it's the same one you're hitting or not but it looks similar.
haven't tried the latest, but I'm still experiencing it on 14.0.272 linux-x86_64_gcc4.6
EDIT: seems like fix in 14.0.209 was about content of $HIP value, but this problem is more about some magical path expansion when using /../ in the file browser
it is not related only to variables
if you open file browser and type:
/tmp/../
it will get expanded to
/tmp/.//tmp/../
the longer the prepending path, the worse it gets
/tmp/backup/../
expands to
/tmp/backup//tmp/backup/../
in path it used not to expand it at all, just kept at
/tmp/../
which is important in case of variables
$HIP/../
should stay written as
$HIP/../
but evaluate to parent folder of $HIP and continue from there
it does that while in path parameters, but not in filebrowser
Technical Discussion » $HIP is getting repeated twice in my file paths. ? $HIP/$HIP
- tamte
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it is definitely a bug
I used to use $HIP/../../../xxx all the time several versions ago for small setups where I haven't established $JOB and it always worked well, houdini never expanded it to anything visually, but it worked
now it get the same weirdly expanded $HIP/$HIP/../ (even on Linux)
which is not the same
$HIP/../ does not equal $HIP/$HIP/../
it's simply being expanded wrong instead of being just resolved correctly without changing relative path written by user
luckily it still works in path parms, just the file browser messes things up when opened
I used to use $HIP/../../../xxx all the time several versions ago for small setups where I haven't established $JOB and it always worked well, houdini never expanded it to anything visually, but it worked
now it get the same weirdly expanded $HIP/$HIP/../ (even on Linux)
which is not the same
$HIP/../ does not equal $HIP/$HIP/../
it's simply being expanded wrong instead of being just resolved correctly without changing relative path written by user
luckily it still works in path parms, just the file browser messes things up when opened
Houdini Learning Materials » Select Visible Geometry only Option
- tamte
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Technical Discussion » Mantra MIN MAX samples
- tamte
- 8602 posts
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not sure what you mean then
if you keep your min samples to 1 and let noise level take care of your max samples, you should hardly oversample due to Ray Variance
however if you force oversampling by blindly upping your min samples, pixel samples or light samples to begin with, then I'm not sure what you can use to tell you that the amount of samples is unnecessarily high for certain areas, I guess its mostly about carefully increasing correct samples in correct order as guide suggests
http://www.sidefx.com/docs/houdini14.0/render/noise [sidefx.com]
if you keep your min samples to 1 and let noise level take care of your max samples, you should hardly oversample due to Ray Variance
however if you force oversampling by blindly upping your min samples, pixel samples or light samples to begin with, then I'm not sure what you can use to tell you that the amount of samples is unnecessarily high for certain areas, I guess its mostly about carefully increasing correct samples in correct order as guide suggests
http://www.sidefx.com/docs/houdini14.0/render/noise [sidefx.com]
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