I don't have much experience with particles, but this is probably happening because you are setting and reading back in the same wrangle.
If you use two wrangles, one for setting the group and the following to read the group back, you should be able to read the correct value
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Houdini Lounge » trying to count number of points in group using pop wrangle.
- Andr
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Andr
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Houdini Indie and Apprentice » OSM Import
- Andr
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@highway!=primary
which translate to: every prim whose @highway string attribute value is different ( != ) from the value ‘primary’
The section Group Syntax is a good reference to learn more grouping tricks
https://www.sidefx.com/docs/houdini/model/groups.html [www.sidefx.com]
which translate to: every prim whose @highway string attribute value is different ( != ) from the value ‘primary’
The section Group Syntax is a good reference to learn more grouping tricks
https://www.sidefx.com/docs/houdini/model/groups.html [www.sidefx.com]
Edited by Andr - July 18, 2019 06:17:20
Technical Discussion » Heightfield erosion. How to recook/update?
- Andr
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daschattenisnt the “freeze at frame” parm what you need?
Need this feature, too!
I believe it was introduced in 17 or 17.5
Technical Discussion » Permanent pressbutton counter across HDA instances, sessions and different .hips file?
- Andr
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I'm building a HDA that render files down to $HIP/images/ folder with a button press.
I need to generate an unique file name each time I press the button, so that no image is getting overwritten.
I would go to set an $ENV for the counter, but I need something specific for the the $HIP/images/ folder, so that:
1) If I drop another instance of the HDA, the counter would increment from the last instance where it was used
2) Would be incremental also across different .hip files (given that they are stored in the same $HIP directory)
3) Other files written to other $HIP/images2/ would start the counting from 0.
I imagine that the only solution to do this is writing a “counter.txt” in the $HIP/images/ folder that is updated at each button press, right?
I need to generate an unique file name each time I press the button, so that no image is getting overwritten.
I would go to set an $ENV for the counter, but I need something specific for the the $HIP/images/ folder, so that:
1) If I drop another instance of the HDA, the counter would increment from the last instance where it was used
2) Would be incremental also across different .hip files (given that they are stored in the same $HIP directory)
3) Other files written to other $HIP/images2/ would start the counting from 0.
I imagine that the only solution to do this is writing a “counter.txt” in the $HIP/images/ folder that is updated at each button press, right?
Technical Discussion » persistent quickmarks
- Andr
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mtucker
This has been a common request, so they will be persistent in the next major release. As a side effect of being persistent it will also be possible to get/set them using python. But for now, the answer is no.
Is there any news about python quickmarks?
Also, would it be feasible to set with python quickmarks 10, 11, 12, and so on?
They would not be accessible with keyboard shortcuts, instead they could be used for python specific operations, leaving free for the user shortcuts quickmarks 0 to 9.
A scenario of use: a parameter menu to access different subnetworks with reference images that you add procedurally with pyton
Technical Discussion » Houdini 17.5 Dragging Nodes On Multiple Wires Changed
- Andr
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Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
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I never understood how to get rid of this problem, but I'm not a rendering guy.
Are u seeing it in the viewport only, on in the rendering too?
Try to play with texture filtering settings first, i think I was having good results with gaussian and 20-30 width. Or maybe was another kind of filter (like hinning). Do some testing.
And if that's not doing the trick maybe try other formats like openexr
Are u seeing it in the viewport only, on in the rendering too?
Try to play with texture filtering settings first, i think I was having good results with gaussian and 20-30 width. Or maybe was another kind of filter (like hinning). Do some testing.
And if that's not doing the trick maybe try other formats like openexr
Edited by Andr - July 16, 2019 11:12:50
Houdini Indie and Apprentice » from displacement map to actual geometry + creating world/object space normalmap on a lowpoly created from the highpoly
- Andr
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hi, you can use a ‘attribute from map’ node to import the color information on the geometry and then use that to drive the displacement, something like this in a vex wrangle:
@P = @P + (@N * @Cd.r * mult)
Edited by Andr - July 16, 2019 02:23:45
Technical Discussion » Stash in an HDA
- Andr
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so one can store only 1 geometry at time?
I tried something like
But I got an error.. it seems not possible
I imagine a workaround would be to use a multiparm stash instance, right?
I tried something like
bucket = [geo, geo2] parm.set(bucket)
But I got an error.. it seems not possible
I imagine a workaround would be to use a multiparm stash instance, right?
Edited by Andr - July 15, 2019 16:57:51
Houdini Indie and Apprentice » center pivot after deleted group
- Andr
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Houdini Indie and Apprentice » center pivot after deleted group
- Andr
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my bad, I forgot to embed the digital asset into the hip file.
It should be there now.
Regarding your first question, what is COG?
I tried a couple of solutions anyway, have a look
Ps. the stash node is very handy when you want to produce a simple hip file and get rid of all the unnecessary nodes
It should be there now.
Regarding your first question, what is COG?
I tried a couple of solutions anyway, have a look
Ps. the stash node is very handy when you want to produce a simple hip file and get rid of all the unnecessary nodes
Edited by Andr - July 14, 2019 22:54:14
Houdini Indie and Apprentice » center pivot after deleted group
- Andr
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Technical Discussion » Finding primitives by name
- Andr
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you can iterate by the name attribute with a for loop.
Or you could use a findattribval() function in a vex wrangle
Or you could use a findattribval() function in a vex wrangle
Houdini Indie and Apprentice » center pivot after deleted group
- Andr
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I might be very wrong but it seems there is no node for this type of edge selection??
I was about to suggest to use the ‘group by normal’ option of the ‘group node’, but it appears to be not what you really want.
I made a quick HDA, which seems to work for your needs
Two notes:
1)It's not super efficient, as it work twice for each edge.
2)The tolerance level paramater seems to be NOT linear, and I don't know why. (I guess it's related on how the dot product return the result, which is not linear?)
It be would be nice to have somebody look at these two issues.
Regarding your first question, I don't understand what you trying to do.. too much houdini for me today.
rmb, you get faster and more help if you attach a simple and clean hip file to your questions.
cheers
I was about to suggest to use the ‘group by normal’ option of the ‘group node’, but it appears to be not what you really want.
I made a quick HDA, which seems to work for your needs
Two notes:
1)It's not super efficient, as it work twice for each edge.
2)The tolerance level paramater seems to be NOT linear, and I don't know why. (I guess it's related on how the dot product return the result, which is not linear?)
It be would be nice to have somebody look at these two issues.
Regarding your first question, I don't understand what you trying to do.. too much houdini for me today.
rmb, you get faster and more help if you attach a simple and clean hip file to your questions.
cheers
Edited by Andr - July 14, 2019 14:58:22
Technical Discussion » Custom AttTransfer With Effector in Vops
- Andr
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Houdini Indie and Apprentice » center pivot after deleted group
- Andr
- 900 posts
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so you want to reposition it to the center?
You could use a match size node, with the right input being a null node
You could use a match size node, with the right input being a null node
PDG/TOPs » hou.perfMon + PDG?
- Andr
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Is there any way to use the performance monitor with PDG?
I would like to save a profile.csv for each sop_graph/workitem that I'm writing down to disk, in order to have precise stats of each node of the sop, for each cooked workitem.
thanks!
I would like to save a profile.csv for each sop_graph/workitem that I'm writing down to disk, in order to have precise stats of each node of the sop, for each cooked workitem.
thanks!
Edited by Andr - July 13, 2019 12:54:35
Technical Discussion » How can I control "Bend SOP" parameters, using an attribute?
- Andr
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have you tried to unlock the bend node and dive into it?
It's built upon point wrangles. You might be able to customize it to suits your needs
It's built upon point wrangles. You might be able to customize it to suits your needs
Houdini Indie and Apprentice » Grouping points with the same attribute value
- Andr
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well, thanks for the grave-dig, I totally missed the reply back then.
And thanks blackpixel (3 years later)
And thanks blackpixel (3 years later)
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