What do you need at all, maybe you are looking for wrangle
not the point node?
To answer your question, please see picture
notice that you can get same result sometimes “easier” with a wrangle.
Have always a look at the spreadsheet, too.
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Technical Discussion » access point attribute from Point node
- matthias_k
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Technical Discussion » Finite Element constraint to animated object
- matthias_k
- 483 posts
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Technical Discussion » Rigging Follow Curve IK Madness
- matthias_k
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Hi inhiding,
many thanks for the hints :-)
I think it is good idea to have control over the bone
direction. This means that we need some normals
or other attributes to control it. One question
is maybe: what is the desired direction for the bones?
If you create the curve via PathCv, then the direction/normals
should be controllable via PathCv rotation.
Maybe another solution is to have a null to control the
normal/bone direction + additional ramp.
Another try which should be stable.
Play the animation to see it moving.
many thanks for the hints :-)
I think it is good idea to have control over the bone
direction. This means that we need some normals
or other attributes to control it. One question
is maybe: what is the desired direction for the bones?
If you create the curve via PathCv, then the direction/normals
should be controllable via PathCv rotation.
Maybe another solution is to have a null to control the
normal/bone direction + additional ramp.
Another try which should be stable.
Play the animation to see it moving.
Edited by matthias_k - April 23, 2018 15:28:55
Technical Discussion » Flickering on animation
- matthias_k
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:-) many thanks
arclen:
http://www.sidefx.com/docs/houdini/expressions/arclen.html [www.sidefx.com]
opinput in action:
http://www.sidefx.com/docs/houdini/expressions/opinput.html [www.sidefx.com]
arclen("../" + opinput(".", 0),0,0,1) is same as: arclen("../NodeToGetValueFrom",0,0,1) which one to choose, depends on your needs
arclen:
http://www.sidefx.com/docs/houdini/expressions/arclen.html [www.sidefx.com]
opinput in action:
http://www.sidefx.com/docs/houdini/expressions/opinput.html [www.sidefx.com]
Edited by matthias_k - April 23, 2018 11:44:25
Technical Discussion » Rigging Follow Curve IK Madness
- matthias_k
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Maybe add normals?
Adding normals to the nurbs curve should work, too.
Adding normals to the nurbs curve should work, too.
Edited by matthias_k - April 23, 2018 10:43:22
Technical Discussion » Rigging Follow Curve IK Madness
- matthias_k
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like in the attached file :-?
in your gif the “mid” point has a far better position,
which avoids the “curve to small” problem.
uh, forgotten to say: crtl points should have a proper
ending nummer for the right order, if you like to add them via
match pattern: ../../curve_crtl_pnt_*
and make sure that: “Pack geometry before merging” is
enabled in the “object_merge” node.
in your gif the “mid” point has a far better position,
which avoids the “curve to small” problem.
uh, forgotten to say: crtl points should have a proper
ending nummer for the right order, if you like to add them via
match pattern: ../../curve_crtl_pnt_*
and make sure that: “Pack geometry before merging” is
enabled in the “object_merge” node.
Edited by matthias_k - April 23, 2018 03:41:22
Technical Discussion » Flickering on animation
- matthias_k
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arclen("../" + opinput(".", 0),0,0,1)
should give the length of the first input, which can be used to scale the UVs.
“arclen spline” in the “texture type” select should do the same…
(but not working here)
Edited by matthias_k - April 23, 2018 03:13:26
Technical Discussion » Flickering on animation
- matthias_k
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You have to distinguish between point and vertice attributes.
Usually it is better to have the UV attribute as vertice attribute,
because shared points, like your “begin/end” point will try
to share the same UV coordinate if UV is assigned as point attribute.
If you do not like to repeat creating all the nodes,
you can create an digital asset :-)
Usually it is better to have the UV attribute as vertice attribute,
because shared points, like your “begin/end” point will try
to share the same UV coordinate if UV is assigned as point attribute.
If you do not like to repeat creating all the nodes,
you can create an digital asset :-)
Technical Discussion » vex - vector set()
- matthias_k
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In this case nothing
but:
but:
float foo = 0.5; vector myVect = set(1,foo ,3); // will work vector myVect = {1,foo ,3}; // errors out
Technical Discussion » Rigging Follow Curve IK Madness
- matthias_k
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You have to make the “pathcv1” look at the end point
or rotate it, your problem is in my opinion the
“pointing upwards pathcv1” all the time.
or maybe resample the curve…
enable “Enable Contraints” on pathcv1 to have the look at…
and/or play with the Scale Z on pathcv1.
or rotate it, your problem is in my opinion the
“pointing upwards pathcv1” all the time.
or maybe resample the curve…
enable “Enable Contraints” on pathcv1 to have the look at…
and/or play with the Scale Z on pathcv1.
Edited by matthias_k - April 21, 2018 04:36:01
Technical Discussion » UV's reading past their shell boundaries, any idea why?
- matthias_k
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Technical Discussion » transfer select primitive attributes to individual points within the curve
- matthias_k
- 483 posts
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Something like this?
Maybe use a for loop in a wrangle…
Maybe use a for loop in a wrangle…
Edited by matthias_k - April 21, 2018 02:12:35
Technical Discussion » quickest UV mapping of box geos?
- matthias_k
- 483 posts
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…actually, I don't fully understand your: “wrapped in a Compile Block to try to parallel the problem”?
https://vimeo.com/222881605 [vimeo.com]
https://vimeo.com/213127548 [vimeo.com]
Maybe setup must be “tuned” for the compiled blocks.
Always compare cook times…
Have the little “gear” seen in the videos visible always,
to see if you can get “all” out of the compiled blocks idea.
Technical Discussion » Voronoi on deforming and scaling mesh
- matthias_k
- 483 posts
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Really basic setup, should show only a basic
idea, how to grow the pieces.
You have to use complete small pieces for
the lerp/blend if you like to grow them from the
backbone line.
As said: Really basic… should only show lerp usage.
idea, how to grow the pieces.
You have to use complete small pieces for
the lerp/blend if you like to grow them from the
backbone line.
As said: Really basic… should only show lerp usage.
Edited by matthias_k - April 15, 2018 01:34:45
Technical Discussion » Voronoi on deforming and scaling mesh
- matthias_k
- 483 posts
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Maybe try this:
first..
after “VEX_carve_from_end_level_3” you have to fuse the endpoints,
to get a good curve for the polywire.
and then use a ray sop with “Minimum distance” to move the points
of your fractured geometry on the initial curve.
But you have to clean up self intersecting geometry first or use
the ray sop in a loop to get the right point on the curve to
project to, for example on the sharp corner on the “1”.
If this is done it shold be possible to transform/grow
your pieces via "lerp [www.sidefx.com]"
function and an animated attribute.
first..
after “VEX_carve_from_end_level_3” you have to fuse the endpoints,
to get a good curve for the polywire.
and then use a ray sop with “Minimum distance” to move the points
of your fractured geometry on the initial curve.
But you have to clean up self intersecting geometry first or use
the ray sop in a loop to get the right point on the curve to
project to, for example on the sharp corner on the “1”.
If this is done it shold be possible to transform/grow
your pieces via "lerp [www.sidefx.com]"
function and an animated attribute.
Technical Discussion » quickest UV mapping of box geos?
- matthias_k
- 483 posts
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Maybe something like this?
Cooking time seems ok to me, even if i put it in after the polybevel.
Maybe it's better to have an undistortorted copy of the planks
where you assign the uv coordinates and then point transfer the uv to the
distorted geometry to make it follow the distortion.
Cooking time seems ok to me, even if i put it in after the polybevel.
Maybe it's better to have an undistortorted copy of the planks
where you assign the uv coordinates and then point transfer the uv to the
distorted geometry to make it follow the distortion.
Edited by matthias_k - April 14, 2018 23:17:10
Technical Discussion » My question about growth animation...
- matthias_k
- 483 posts
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to shift an animation use chops:
https://www.sidefx.com/forum/topic/53361/#post-240123 [www.sidefx.com]
or use a timeshift in conjunction with a copy node.
https://www.sidefx.com/forum/topic/53361/#post-240123 [www.sidefx.com]
or use a timeshift in conjunction with a copy node.
Technical Discussion » My question about growth animation...
Technical Discussion » can't find point attribute (to control extrude distance)
- matthias_k
- 483 posts
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Maybe the point number ist missing…
node / pointno / attribname / component
point("../find_width_attr/", 0, "width", 0)
node / pointno / attribname / component
Edited by matthias_k - April 14, 2018 15:29:10
Technical Discussion » dynamic texture from phyton shell
- matthias_k
- 483 posts
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what should be the final result ?
Is it not better to pre generate the images and then
assign them via prim attribute, like:
s@material_override= “{'basecolor_texture':'uvgrid_grey.pic'}”;
or use material overrides to generate this attribute.
You can use a Python Node or Textport to execute your Code,
to regenerate then the textures.
Is it not better to pre generate the images and then
assign them via prim attribute, like:
s@material_override= “{'basecolor_texture':'uvgrid_grey.pic'}”;
or use material overrides to generate this attribute.
You can use a Python Node or Textport to execute your Code,
to regenerate then the textures.
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