Regarding the grooming part, existing grooming nodes have a "Volume" or "Skin VDB" input, where you can plug in the texture volume/primitive, and use it as an override option on parms that support this feature. You don't have to convert this Texture Volume into an attribute in this case, as these nodes support Texture Primitives already.
You can also find some examples on how to convert an attribute into a texture volume, and a texture volume into an attribute (Attribute from Map SOP is the easiest way, but there's an example with VEX).
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Technical Discussion » Houdini 20 new texture mask paint node limitations?
- ObeidaZakzak
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Houdini Lounge » HDA operator's default shape and color in Network View
- ObeidaZakzak
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A good way to do this is by setting the shape and color in the HDA's OnCreated script.
The list of available shapes can be accessed with hou.NetworkEditor.nodeShapes method.
kwargs["node"].setColor(hou.Color((1, 0.725, 0))) kwargs["node"].setUserData('nodeshape', 'circle')
The list of available shapes can be accessed with hou.NetworkEditor.nodeShapes method.
Technical Discussion » How to create a multi-select menu with check to HDA?
- ObeidaZakzak
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Checkmarks seem to be available on menus built with HDK only (I only see them on compiled nodes), I couldn't find a way to do this when building an HDA, in many cases the trick is to promote a parameter that already has that menu with checkmark (group parameter in most cases).
As said by @jsmack, a checkmark string can help here, I tried this and it works fine :
As said by @jsmack, a checkmark string can help here, I tried this and it works fine :
a = ("a", "A") b = ("b", "B") pairs = [a, b] menu = [] for p in pairs: menu.append(p[0]) if p[0] in hou.evalParm("my_list").split(" "): menu.append(p[1] + " ✓") else: menu.append(p[1]) return menu
Technical Discussion » How to apply SOP non-uniformly using point attribute?
- ObeidaZakzak
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Hi,
The Sweep SOP can use the @pscale attribute to drive the radius along the curve. So if you set @pscale instead of @radius in the Attribute Randomize, you should get the result you are looking for, without having to write any expression in sweep node.
EDIT : it's just same thing as said by @animatrix_ we were writing at same time ^^
The Sweep SOP can use the @pscale attribute to drive the radius along the curve. So if you set @pscale instead of @radius in the Attribute Randomize, you should get the result you are looking for, without having to write any expression in sweep node.
EDIT : it's just same thing as said by @animatrix_ we were writing at same time ^^
Edited by ObeidaZakzak - Dec. 1, 2023 13:34:14
H20 Tech Art Challenge » WIP - Attribute Combine Vector SOP - [Houdini Utility]
- ObeidaZakzak
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v0.2
Still TBD :
Creation of xform and/or orient attributes may come in another HDA, rather than being part of post-processing of this HDA.
- All attribute classes are supported (point/primitive/vertex/detail)
- Multiple combines can be done
- Choice between a vector attribute or a constant vector parm to be combined
- Added new operations : Copy, Add, Subtract
- Added post-processing : normalize, and overal scale
Still TBD :
- Adjust/process combined attrib before applying operation
- Apply this node on a given group only
Creation of xform and/or orient attributes may come in another HDA, rather than being part of post-processing of this HDA.
Edited by ObeidaZakzak - Nov. 26, 2023 17:17:28
Houdini Indie and Apprentice » H20 textureMask Udim
- ObeidaZakzak
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You will need to provide a udim tile number attribute to make it work. This can be done with the Labs Udim Tile Number node [www.sidefx.com]
H20 Tech Art Challenge » WIP - Attribute Combine Vector SOP - [Houdini Utility]
- ObeidaZakzak
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Hello,
Since H19.0 we have the Attribute Combine SOP [www.sidefx.com]. It combines float attributes by layering different float operations (add, subtract, multiply...). It works with float vectors, but it doesn't support vector operations such as cross product, vector projection/rejection, or rotation around a vector/axis.
This gave me the idea to make an HDA called Attribute Combine Vector focused on combining vector operations.
In this very first prototype, the HDA applys a single operation from this list :
Examples of where this HDA can be usefull :
For next versions, I will be working on these features :
Since H19.0 we have the Attribute Combine SOP [www.sidefx.com]. It combines float attributes by layering different float operations (add, subtract, multiply...). It works with float vectors, but it doesn't support vector operations such as cross product, vector projection/rejection, or rotation around a vector/axis.
This gave me the idea to make an HDA called Attribute Combine Vector focused on combining vector operations.
In this very first prototype, the HDA applys a single operation from this list :
- Cross : cross product between destination and source vectors
- Project : projection of destination attribute to the direction of source attribute (it makes vectors aligned in same direction)
- Reject : rejection of destination attribute from source attribute (it makes them orthogonal)
- Rotate : rotates destination attribute around source attribute with a given angle
Examples of where this HDA can be usefull :
- (Rotate) Twisting curves, by rotating @out vector around @tangent vector, and updating positions with rotated @out vector
- (Reject) Displacing curves in orthogonal direction (electric strand), by rejecting displacement direction from tangent vector.
- (Project) Inherite a vector direction and keep magnitude
For next versions, I will be working on these features :
- Layering multiple operations
- Adjust/process source attrib before applying operation
- Support all attribute classes (it only works on point attribs for now)
- Apply this node on a given group only
- Creation of xform and/or orient attributes as part of post-processing
Mardini 2023 » Day 21 | Light | Stage | Image
- ObeidaZakzak
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Mardini 2023 » Iron Heart Winners
- ObeidaZakzak
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It was a very beautiful experience. It's impressive to see people's creativity to create amazing artworks within tight deadline. Congrats everyone for the amazing renders.
This was my second attempt for Mardini and the first time to complete all challenges.
This was my second attempt for Mardini and the first time to complete all challenges.
Edited by ObeidaZakzak - April 2, 2023 08:59:32
Mardini 2023 » Day 9 | Nature | River | Image
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Mardini 2023 » Day 10 | Nature | Wave | Image
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Mardini 2023 » Day 31 | Worlds | Sci Fi | Image
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Mardini 2023 » Day 30 | Worlds | Fantasy | Image
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Mardini 2023 » Day 29 | Worlds | Rural | Image
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Mardini 2023 » Day 28 | Worlds | Urban | Image
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Mardini 2023 » Day 27 | Worlds | Ancient | Image
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Mardini 2023 » Day 26 | Light | Halo | Image
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Mardini 2023 » Day 25 | Light | Beam | Image
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Mardini 2023 » Day 24 | Light | Fog | Image
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Mardini 2023 » Day 23 | Light | Shadow | Image
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