you can as well look through docs to find which attributes your object will recognize automatically
http://www.sidefx.com/docs/houdini13.0/nodes/dop/wireobject#idm47406248528416 [sidefx.com]
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Houdini Learning Materials » How to use custom per point attributes in DOPs
- tamte
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Technical Discussion » stamp expression issue with foreach
- tamte
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that's because FORVALUE variable contains
in number mode: variation number value (therefore it works in seed)
in group mode: name of the group (as it is string it will not work correctly for your seed)
in attribute mode: value of the attribute (it may work if your attribute is float or int, but not if it's string)
so you'd need to use id of the iteration, which is FORIDXVALUE variable
so use
stamp(“../”,FORIDXVALUE,0)
in your seed parm
in number mode: variation number value (therefore it works in seed)
in group mode: name of the group (as it is string it will not work correctly for your seed)
in attribute mode: value of the attribute (it may work if your attribute is float or int, but not if it's string)
so you'd need to use id of the iteration, which is FORIDXVALUE variable
so use
stamp(“../”,FORIDXVALUE,0)
in your seed parm
Technical Discussion » String matching
- tamte
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you'll need to do
obj_1
for your case, but as houdini's patterns are slightly more limited than regular expressions it may easily happen that you can't create simple pattern covering all the matches you want
so you can just use these rules
http://www.sidefx.com/docs/houdini13.0/expressions/_patterns [sidefx.com]
obj_1
for your case, but as houdini's patterns are slightly more limited than regular expressions it may easily happen that you can't create simple pattern covering all the matches you want
so you can just use these rules
http://www.sidefx.com/docs/houdini13.0/expressions/_patterns [sidefx.com]
Technical Discussion » Visible objects camera spare parameter
- tamte
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not sure it there is property that you can attach to your camera, but there is Visible Objects mask in Display Options/Optimization tab
Technical Discussion » pcopen query normal/cone angle? Does it work?
- tamte
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just to make things clear Cone Angle in pcopen is not cone angle in front of the point in the direction specified by N input.
It is angle between vector in N input and vector attribute on queried points specified in Normal Channel parm
so it can very well happen that point in any direction will be queued as long as it's mentioned attribute fits within the specified angle from N input vector
(I'm not sure if it's normalizes the vectors for this test, so maybe do it yourself just to be sure)
so maybe that will not help you in this case (and note that angle of 180 will get you all points within the specified count and radius as that covers -180 to 180 so pretty much everything)
so to get only the points in front you need to use your mentioned plan B
which is just simple while or for loop over pcopened points.
but for what you want to achieve, can't you just use Sort SOP and set it to By Vertex Order?
It is angle between vector in N input and vector attribute on queried points specified in Normal Channel parm
so it can very well happen that point in any direction will be queued as long as it's mentioned attribute fits within the specified angle from N input vector
(I'm not sure if it's normalizes the vectors for this test, so maybe do it yourself just to be sure)
so maybe that will not help you in this case (and note that angle of 180 will get you all points within the specified count and radius as that covers -180 to 180 so pretty much everything)
so to get only the points in front you need to use your mentioned plan B
which is just simple while or for loop over pcopened points.
but for what you want to achieve, can't you just use Sort SOP and set it to By Vertex Order?
Houdini Indie and Apprentice » Blurry cload around my emitter
- tamte
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look at SDF from Geometry tab on your Fluid Source
there is Out Feather Length parm which is by default set to 0.2 and may be causing the blur around your sphere
so set it to 0 or something small
if both Edge Location and Out Feather Length are 0 though, you may want to uncheck Minimum Distance, but generally play with the settings to get the result you want
there is Out Feather Length parm which is by default set to 0.2 and may be causing the blur around your sphere
so set it to 0 or something small
if both Edge Location and Out Feather Length are 0 though, you may want to uncheck Minimum Distance, but generally play with the settings to get the result you want
Houdini Indie and Apprentice » Font / Text SOP don't like accents ?
- tamte
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maybe you can't type them in directly but just copy what you just written here and paste into Font SOP Text parm
if your font supports the characters, Font SOP will display them correctly
and on top of that you can always use ascii syntax like \244
if your font supports the characters, Font SOP will display them correctly
and on top of that you can always use ascii syntax like \244
Houdini Lounge » constraint:condir & condof Clarification/Example
- tamte
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without trying it looks pretty self explanatory
condof:
0 -> 0 axis constrained = free movement so it probably ignores condir
1 -> 1 axis constrained = free to move on the plane perpendicular to condir or rotate in
2 -> 2 axes constrained = free to move along or rotate about the condir axis
3 -> 3 axes constrained = not free at all = completely constrained
but I guess for your needs (15 degrees about any axis) you'll probably need to use Cone Twist Constraint Relationship and just drive it's parameters with corresponding prim attributes on your links
condof:
0 -> 0 axis constrained = free movement so it probably ignores condir
1 -> 1 axis constrained = free to move on the plane perpendicular to condir or rotate in
2 -> 2 axes constrained = free to move along or rotate about the condir axis
3 -> 3 axes constrained = not free at all = completely constrained
but I guess for your needs (15 degrees about any axis) you'll probably need to use Cone Twist Constraint Relationship and just drive it's parameters with corresponding prim attributes on your links
Technical Discussion » Nearest unique/exclusive point using VEX?
- tamte
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in VEX you are not really limited by SIMD architecture as you can use it in AttribWrangle in Detail mode
what is limiting a bit is the array functions as there are currently no functions for sorting them or finding a value in, so that will make this particular task more difficult.
what is limiting a bit is the array functions as there are currently no functions for sorting them or finding a value in, so that will make this particular task more difficult.
Technical Discussion » Delete by expression using string matching
- tamte
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Technical Discussion » Delete by expression using string matching
- tamte
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what about using Blast SOP and put this in Group field:
@objname=myObject
or you can even use patterns
@objname=my*
(in case it's not primitive attribute you'd need to specify Group Type)
as this is much faster than Delete SOP with expression
for Delete SOP use strcmp() expression, like:
strcmp($OBJNAME,“myObject”)
@objname=myObject
or you can even use patterns
@objname=my*
(in case it's not primitive attribute you'd need to specify Group Type)
as this is much faster than Delete SOP with expression
for Delete SOP use strcmp() expression, like:
strcmp($OBJNAME,“myObject”)
Technical Discussion » Wires - delete points during sim
- tamte
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that's because AnimationGeometry is being constantly updated from SOPs
to disable that unlock wire and wire/wireconfigureobject1
and inside change animationgeometry/Default Operation to Set Initial
to disable that unlock wire and wire/wireconfigureobject1
and inside change animationgeometry/Default Operation to Set Initial
Technical Discussion » ATAN2 in Sops > ?? in Chops
- tamte
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any example?
it can show much more than you describe as we don't really know if you are using expressions to populate rz parm, or creating r attribute using atan2 expression in Point SOP or atan2 in VEX not that it maters, it's not the problem of atan2 function
if you have rz value in sops, CHOPs will read it correctly
Geometry CHOP reads attribute values so if your r or rz is an attribute, it should be fine
if it's an parameter, you should use Fetch CHOP (and possibly set animation range manually in case you are driving that parm with expression)
you can even compute your angle using atan2 in CHOPs directly using either Expression CHOP, VOP CHOP or Function CHOP
so if you post simple example, you can get fast and direct answer
it can show much more than you describe as we don't really know if you are using expressions to populate rz parm, or creating r attribute using atan2 expression in Point SOP or atan2 in VEX not that it maters, it's not the problem of atan2 function
if you have rz value in sops, CHOPs will read it correctly
Geometry CHOP reads attribute values so if your r or rz is an attribute, it should be fine
if it's an parameter, you should use Fetch CHOP (and possibly set animation range manually in case you are driving that parm with expression)
you can even compute your angle using atan2 in CHOPs directly using either Expression CHOP, VOP CHOP or Function CHOP
so if you post simple example, you can get fast and direct answer
Technical Discussion » Implementing Perspective Control on a Houdini Camera
- tamte
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if you need more control, you can implement it as a Lens Shader, should be pretty straightforward
Houdini Lounge » change the constraint strength dynamically?
- tamte
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so in your constraint solver
to delete just glue constraints put
@constraint_name=Glue
into group field of blast node
to modify strength of the constraint simply add/edit float primitive attribute named strength
to edit strength only on glue constraints combine previous 2 metohds
set that group for node which is modifying strength attribute
alternatively you can do it as a condition in wrangle code, without specifying Group field, mostly if you want to include else branch or multiple conditions
if (s@constraint_name = “Glue”)
{
f@strength = fit($F, 10, 20, 100, 0);
//or do something else with glue constraints
//like
//removeprim(0, @primnum);
}
…
to delete just glue constraints put
@constraint_name=Glue
into group field of blast node
to modify strength of the constraint simply add/edit float primitive attribute named strength
to edit strength only on glue constraints combine previous 2 metohds
set that group for node which is modifying strength attribute
alternatively you can do it as a condition in wrangle code, without specifying Group field, mostly if you want to include else branch or multiple conditions
if (s@constraint_name = “Glue”)
{
f@strength = fit($F, 10, 20, 100, 0);
//or do something else with glue constraints
//like
//removeprim(0, @primnum);
}
…
Houdini Indie and Apprentice » Geometry was deleted but still appears in viewer
- tamte
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for me usually closing Scene Viewer Tab and opening new one does the trick, but it's annoying
sometimes clearing the cache through Cache Manager works as well
sometimes clearing the cache through Cache Manager works as well
Houdini Lounge » Particles are flipping direction (just like gimbal lock)
- tamte
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just prepare simple scene with your problem
usually it's a good idea tho use orient quaternion attribute to describe rotation, since you can manipulate it as you want
or since it respects angular velocity and torque in your sim you should even use those to introduce some spinning forces
usually it's a good idea tho use orient quaternion attribute to describe rotation, since you can manipulate it as you want
or since it respects angular velocity and torque in your sim you should even use those to introduce some spinning forces
Technical Discussion » Align Normals
- tamte
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I didn't mean just connect Timeshift SOP, you need to delete the expression on the Frame parm as well to freeze one frame which will become reference for Divide SOP so it provides stable results over time
the fact that some geometry is flipped has to do with point order in each isolated prim, which is not necessary the same as vertex order, therefore not consistent with geo normal, to solve that you can just append Sort SOP and sort by Vertex Order
the fact that some geometry is flipped has to do with point order in each isolated prim, which is not necessary the same as vertex order, therefore not consistent with geo normal, to solve that you can just append Sort SOP and sort by Vertex Order
Technical Discussion » Bake expressions to keyframes in animation
Technical Discussion » Align Normals
- tamte
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the flipping is not about normals
you are using Divide SOP to split the ref_geo's polygons into triangles, but where it will put the splitting edges may differ every frame, since you have deforming geometry
to solve this either divide faces before deformation, or freeze first frame (Timeshift SOP) and plug into second input of Divide SOP as a reference geometry
you are using Divide SOP to split the ref_geo's polygons into triangles, but where it will put the splitting edges may differ every frame, since you have deforming geometry
to solve this either divide faces before deformation, or freeze first frame (Timeshift SOP) and plug into second input of Divide SOP as a reference geometry
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