Do you want to expand your selection to the immediate connected prims?
If so, create a point group, and then promote it to primitives with the group promote node(be sure to have UNchecked the include only elementes entirely contained in original group). The new group will now include immediate connected prims.
Repeat this in a for loop to expand furthermore.
This is the same idea of the group expand node of the GameDev toolset.
Found 810 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Selecting all connected primitives that's inside a bounding box
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » "Baking an object"
- Andr
- 900 posts
- Offline
hi, try timeshift node to read only a certain frame
or maybe event better if you lock the node at the desired frame, and no matter how you change any parm upstream it would stay the same (this is not the case of the timeshift)
or maybe event better if you lock the node at the desired frame, and no matter how you change any parm upstream it would stay the same (this is not the case of the timeshift)
Edited by Andr - June 2, 2019 08:41:24
Houdini Indie and Apprentice » How to manage the unwrap direction based on geometry position in 3d space?
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » sweep: weird flipping
- Andr
- 900 posts
- Offline
hi,
if you look at the info of your polyfill node, you can notice you have 2 prims (you are keeping the source curve), which is probably the reason of the strange beahvior with the sweep. If you output the patch group, you can get rid of the source curve after the polyfill.
cheers
if you look at the info of your polyfill node, you can notice you have 2 prims (you are keeping the source curve), which is probably the reason of the strange beahvior with the sweep. If you output the patch group, you can get rid of the source curve after the polyfill.
cheers
Edited by Andr - June 2, 2019 03:52:15
Technical Discussion » Viewport gets incredible slow when display terrain merge with instance
- Andr
- 900 posts
- Offline
Merge Node is not as innocent as it seems**, as it applies all incoming attributes to all input geometry, so you might end up with unnecessary garbage.
Don't know if that is the reason for your slow down, anyway could you separate the two geos into two different geometry objects?
** For example if you combine with a merge node a time-dependent geometry with a non animated geometry, it seems to me that the merge node would force a unnecessary re-cook for every frame of the non-animated geometry as well.
This seems to occur in this example file https://www.sidefx.com/forum/topic/59198/#post-265292 [www.sidefx.com]
Don't know if that is the reason for your slow down, anyway could you separate the two geos into two different geometry objects?
** For example if you combine with a merge node a time-dependent geometry with a non animated geometry, it seems to me that the merge node would force a unnecessary re-cook for every frame of the non-animated geometry as well.
This seems to occur in this example file https://www.sidefx.com/forum/topic/59198/#post-265292 [www.sidefx.com]
Edited by Andr - May 31, 2019 08:25:35
Houdini Lounge » Houdini Growth Masterclass
- Andr
- 900 posts
- Offline
Hello Peter, it seems like a very interesting masterclass!
Any chance it will be posted online?
cheers
Any chance it will be posted online?
cheers
Technical Discussion » Using Python to create a Preview Window.
- Andr
- 900 posts
- Offline
hi,
every viewport has its own Display Options ('D' hotkey), you can customize the ‘Visible Objects’ parameter under the Optimize Tab in order to hide objects from the scene. You can modify it via python (or hscript?) as well.
Have a look at the python code used for the ‘Viewport Isolator’ node (only existing in the /obj context).
The gotcha with this is that you have to work at object level.
So, a dirty workaround could be that you create on the fly with python a new geometry node container (with obj merge inside that call your asset) and then for your desired viewport set visibility only for that object.
maybe there's a way simpler solution?
every viewport has its own Display Options ('D' hotkey), you can customize the ‘Visible Objects’ parameter under the Optimize Tab in order to hide objects from the scene. You can modify it via python (or hscript?) as well.
Have a look at the python code used for the ‘Viewport Isolator’ node (only existing in the /obj context).
The gotcha with this is that you have to work at object level.
So, a dirty workaround could be that you create on the fly with python a new geometry node container (with obj merge inside that call your asset) and then for your desired viewport set visibility only for that object.
maybe there's a way simpler solution?
Edited by Andr - May 31, 2019 04:32:44
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- Andr
- 900 posts
- Offline
Houdini Engine for Unreal » Can't find libHAPIL.dll in UE4
- Andr
- 900 posts
- Offline
I saw already some topic about it, but they were not helpful in my case.
Everything was running fine with this setup: hou 17.5.173 and UE4 4.21.2
I then upgraded to hou 17.5.258 (and uninstalled previous version), and now I get the aforementioned error.
1) In which directory this libHAPIL.dll is supposed to be stored?
I can't happen to find it anywhere if I look in plugins/Runtime/HoudiniEngine/
So, now I'm upgrading UE4 as well to 4.22.2, hoping that it would work.
2) How to know which houdini installation supports which UE4 version? Is there any page mentioning it?
thanks for any help
Everything was running fine with this setup: hou 17.5.173 and UE4 4.21.2
I then upgraded to hou 17.5.258 (and uninstalled previous version), and now I get the aforementioned error.
1) In which directory this libHAPIL.dll is supposed to be stored?
I can't happen to find it anywhere if I look in plugins/Runtime/HoudiniEngine/
So, now I'm upgrading UE4 as well to 4.22.2, hoping that it would work.
2) How to know which houdini installation supports which UE4 version? Is there any page mentioning it?
thanks for any help
Technical Discussion » Python infinite incursion self-node reference
- Andr
- 900 posts
- Offline
Technical Discussion » Python infinite incursion self-node reference
- Andr
- 900 posts
- Offline
try accessing the input upstream instead of the very same node?
I guess this is actually the very same of what you do with the opinputpath in hscript, you access the input node.
Indeed in hscript, if you use the path of the very same node, you get the same recursion error
In your example file, if in the transform2 node you set one paramter as the following:
you get recursion
Test = pwd().inputs()[0].geometry().point(5).position()[2] return Test
I guess this is actually the very same of what you do with the opinputpath in hscript, you access the input node.
Indeed in hscript, if you use the path of the very same node, you get the same recursion error
In your example file, if in the transform2 node you set one paramter as the following:
point("/obj/geo1/transform2",5,'P',2)
you get recursion
Edited by Andr - May 29, 2019 16:42:44
Technical Discussion » Python infinite incursion self-node reference
- Andr
- 900 posts
- Offline
Are you working on an python sop node?
I'm not getting infinite recursion with that code.
can you post hip?
I'm not getting infinite recursion with that code.
can you post hip?
Technical Discussion » Python infinite incursion self-node reference
- Andr
- 900 posts
- Offline
I'm not getting an infinite recursion with your example, it says the pwd() is not defined.
Anywway, have you tried this?
one question for me:
what is the difference of using opinputpath or a simple integer 0, like u would do in vex?
My understanding is that they are the very same, with the latter vex like functionality being added later by sidefx to make input referencing cleaner and faster? Am I correct?
Anywway, have you tried this?
hou.pwd().geometry().points()
one question for me:
what is the difference of using opinputpath or a simple integer 0, like u would do in vex?
My understanding is that they are the very same, with the latter vex like functionality being added later by sidefx to make input referencing cleaner and faster? Am I correct?
Edited by Andr - May 29, 2019 12:22:46
Technical Discussion » How to get even Noise? How does Noise process it's 'pos' argument?
- Andr
- 900 posts
- Offline
If I understand, you see it stretching because you lose resolution density as you increase the polyextrude distance. But it's not really stretching, the noise is the same, but being sampled by fewer points in the area.
Maybe try to link the division parm of the polyextrude to the distance, in order to maintain a consistent resolution?
Maybe try to link the division parm of the polyextrude to the distance, in order to maintain a consistent resolution?
Edited by Andr - May 29, 2019 09:15:01
Houdini Indie and Apprentice » Heightfield wrangle: Cd attribute?
- Andr
- 900 posts
- Offline
heightfield quickshade?
but it's similar as heightfield visualize, it's built upon a material.
have a look inside it
cheers
but it's similar as heightfield visualize, it's built upon a material.
have a look inside it
cheers
Houdini Indie and Apprentice » delete by bbsize
- Andr
- 900 posts
- Offline
hello,
the problem with your for loop is that the begin node has the iteration method set as “feedback loop”.
It should be “pieces or point”.
3 more issues with your setup:
1) ‘Piece elements’ in the end node should be “prims”, I guess. If you set ‘points’ you only get the points, and you lose the primitives, I guess you don't want that.
2)So if you want loop over prims, you should change accordingly also the connectivity node to prims, so you have the correct piece attribute class for your loop.
3) rmb that “bb” is a vector. Not a single float. If I'm not mistaken, when you compare a vector against a single float ( v@myVector < f@myFloat ), houdini would take for the comparison only the first component of the vector (@myVector.x)
cheers
the problem with your for loop is that the begin node has the iteration method set as “feedback loop”.
It should be “pieces or point”.
3 more issues with your setup:
1) ‘Piece elements’ in the end node should be “prims”, I guess. If you set ‘points’ you only get the points, and you lose the primitives, I guess you don't want that.
2)So if you want loop over prims, you should change accordingly also the connectivity node to prims, so you have the correct piece attribute class for your loop.
3) rmb that “bb” is a vector. Not a single float. If I'm not mistaken, when you compare a vector against a single float ( v@myVector < f@myFloat ), houdini would take for the comparison only the first component of the vector (@myVector.x)
cheers
Edited by Andr - May 29, 2019 05:17:53
Houdini Indie and Apprentice » Heightfield wrangle: get @mask from second input?
- Andr
- 900 posts
- Offline
interesting, I also would like to know.
I guess a workaround would be to rename the second mask and merge it in the main stream.
Then do your operations in the wrangle with @mask and @mask2
I guess a workaround would be to rename the second mask and merge it in the main stream.
Then do your operations in the wrangle with @mask and @mask2
Houdini Indie and Apprentice » Difference of two masks?
- Andr
- 900 posts
- Offline
when you create the second mask check the parameter “combine method”, you have different blending options (like subtract, add, multiply)
Edited by Andr - May 29, 2019 04:27:00
Houdini Indie and Apprentice » different random values for (seemingly) identical seed
- Andr
- 900 posts
- Offline
Houdini Indie and Apprentice » Selecting primitives
- Andr
- 900 posts
- Offline
hello you want to use the connectivity node, that creates an int attribute with the same value for connected primitives.
Then you can loop through the connected pieces with a for loop and measure their area.
There is the “delete small parts” tool in the gamedev toolset that does exactly that:
Then you can loop through the connected pieces with a for loop and measure their area.
There is the “delete small parts” tool in the gamedev toolset that does exactly that:
Delete Small Partscheers
Utility SOP to remove small disconnected parts based on a size threshold
-
- Quick Links