I think the problem is not reading the ramp but writing to @temp
many POP DOPs don't have enabled exporting of custom attributes so they simply error out if you do that
you can use POP Wrangle DOP to do that, or modify the POP DOP
in your case would be adding temp or * to popaxisforce1/geometryvop1/if_use_localspeed/snippet1/Bindings To Export parameter
I don't recommend unlocking the assets, maybe an RFE can be made to allow specifying this directly on POP DOP nodes as it's handy to export attributes from them
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Technical Discussion » Vex DopNetwork + chramp
- tamte
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Houdini Indie and Apprentice » Flip with Airfield setup.
Technical Discussion » Whitewater, foam shading and rendering
- tamte
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you can as well just render it as points with Lighting Model set as Isotropic Volume to get volumetric look that's cheap to render even with millions of points
no normals necessary
no normals necessary
Houdini Indie and Apprentice » loading extra data from files
- tamte
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if your txt is compatible with .csv format then you can use Table Import SOP to get the values to houdini
Technical Discussion » digital asset object referenceing digital asset material
- tamte
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if the SHOP subnet with material asset instance is inside of your asset then you can reference it by relative path
from asset level it would be
./shop/myMaterial
from material SOP which is on the same level as SHOP subnet
../shop/myMaterial
etc.
from asset level it would be
./shop/myMaterial
from material SOP which is on the same level as SHOP subnet
../shop/myMaterial
etc.
Houdini Lounge » will SLI(or CF) help pyro in OpenCL?
- tamte
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Technical Discussion » Same rotation values different result in Copy and Instance!
- tamte
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you are much safer to use attribute named orient to specify absolute rotation, as rot is only rotation offset applied on top of the orient or N/up or v/up
Houdini Lounge » Advect volume by geometry?
- tamte
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for your scene you can just check use Pyro Solver/Relationships/Collisions/Use Point Velocity for Collisions or experiment with Volume Velocity as well, considering that this is just an simplified example of deforming collision geometry which is cached as a pointcache
otherwise if the geometry is static, just transformed you better keep the animation on object level and uncheck use deforming geometry and everything should work as expected on default settings and as well it will be more efficient
otherwise if the geometry is static, just transformed you better keep the animation on object level and uncheck use deforming geometry and everything should work as expected on default settings and as well it will be more efficient
Houdini Indie and Apprentice » Best approach to make a umbrella closing..
- tamte
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you cannot have groups with falloff as each point is either in the group or not
but you can create attribute with falloff by proximity
the easiest method is Attribute Transfer SOP, which has blend width parm to specify falloff
but you can create attribute with falloff by proximity
the easiest method is Attribute Transfer SOP, which has blend width parm to specify falloff
Technical Discussion » Group primitive groups if not connected ?
- tamte
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or just use Assemble SOP as it is doing connectivity and partition inside
and check Create Groups instead of Create Name Attribute
and check Create Groups instead of Create Name Attribute
Houdini Indie and Apprentice » Copy Stamps - Why Only 50?
- tamte
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I rarely use more than one stamping variable, as many times you only need $PT or $CY
everything else you can figure out from that and on top many attributes are recognised and used directly by copy sop so you don't need to stamp transforms
and since H13 creating stamping variables for custom attributes is pretty much automatic if you include attribute name in Attribute Stamps parameter
so 50 variables seems more than enough, even though I agree that the UI could be updated as multiparm, but considering that copy sop is one of the oldest nodes it doesn't surprise me that it isn't
everything else you can figure out from that and on top many attributes are recognised and used directly by copy sop so you don't need to stamp transforms
and since H13 creating stamping variables for custom attributes is pretty much automatic if you include attribute name in Attribute Stamps parameter
so 50 variables seems more than enough, even though I agree that the UI could be updated as multiparm, but considering that copy sop is one of the oldest nodes it doesn't surprise me that it isn't
Houdini Indie and Apprentice » Curve Derivative
- tamte
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you can always get position at certain u which your tool currently requires then u+0.001 and u-0.001 (so you'll have like P1, P2, P3)
then normalize( ((P1-P3) + (P2-P1))/2 ) will give you approximate tangent
then normalize( ((P1-P3) + (P2-P1))/2 ) will give you approximate tangent
Houdini Indie and Apprentice » Curve Derivative
- tamte
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just create tangent vector on curve using Polyframe SOP, then access it using primuv() from the desired u value
and you don't need to export as geo, in CVEX based ops like Attrib VOP SOP you have geometry input strings directly, in all wrangle nodes you can use @OpInput1-4 to access the input geometries and there is always op: syntax to get geometry from any node directly for VOP SOP
and you don't need to export as geo, in CVEX based ops like Attrib VOP SOP you have geometry input strings directly, in all wrangle nodes you can use @OpInput1-4 to access the input geometries and there is always op: syntax to get geometry from any node directly for VOP SOP
Technical Discussion » change background color
- tamte
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put down environment light, set it to some color
check Render Light Geometry
and if you don't want any illumination, just uncheck Diffuse Contribution
for no specular or refracion uncheck Specular Contribution
for H13 use new lighting contribution based on component labels you want to be affected
check Render Light Geometry
and if you don't want any illumination, just uncheck Diffuse Contribution
for no specular or refracion uncheck Specular Contribution
for H13 use new lighting contribution based on component labels you want to be affected
Technical Discussion » intersect point?
- tamte
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Technical Discussion » time based POP Wrangle DOP
- tamte
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yes, @Frame is correct, just arguments in the smooth function are in wrong order
try this
f@bla = smooth( 24, 48, @Frame);
try this
f@bla = smooth( 24, 48, @Frame);
Technical Discussion » opscript as python?
- tamte
- 8546 posts
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from help to as hou.node.asCode() you can see that you can set recurse to True to get whole hierarchy
http://www.sidefx.com/docs/houdini12.5/hom/hou/Node#asCode [sidefx.com]
http://www.sidefx.com/docs/houdini12.5/hom/hou/Node#asCode [sidefx.com]
Houdini Indie and Apprentice » Best approach to make a umbrella closing..
- tamte
- 8546 posts
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you can just resample the wires, group all points on them then transfer that group using Group Transfer SOP, it works based on proximity so you can limit the max distance
Technical Discussion » Creating curves using open edges...
- tamte
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or just append Divide SOP directly after your delete1
and check Remove Shared Edges
you'll end up with 4 curves representing outlines(open edges) of your 4 separated geometries
and check Remove Shared Edges
you'll end up with 4 curves representing outlines(open edges) of your 4 separated geometries
Houdini Indie and Apprentice » Using Stamp without secondary copy input
- tamte
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if you are using Copy SOP without second input but rather setting number of copies directly you need to use $CY variable to access id of individual copies rather than $PT
but I didn't quite understand why wouldn't you be able to use second input to copy curve on circle as you can define full transform on circle points directly and therefore avoid the need for cumulative transform on copy sop
but I didn't quite understand why wouldn't you be able to use second input to copy curve on circle as you can define full transform on circle points directly and therefore avoid the need for cumulative transform on copy sop
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