neo_FloreThe polyextrude flakyness is well known and a fix long overdue.
However after extruding each strata mesh I get weird lines and a lot of dirty topology.
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Technical Discussion » Making cliffs in a mountain
- kahuna031
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Technical Discussion » Stash in an HDA
- kahuna031
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HybrideRDI have used a very similar setup before and if it works for you I don't want to say it's wrong. I personally try to stay away from editable nodes as I feel I have less control of the setup and are better prepared for debugging but that's more a flavor thing.
I did do my database query in Python, but I then do various modifications in VEX and using other SOP nodes before I want to stash the results… and that's why I want to expose a button to just evaluate the entire tree just when the artist clicks the load button, which in itself invokes the Stash Input.
HybrideRDExactly. So in your setup your button would instead copy the geo from one node and put it in the data attribute on the hda. The stash nodes data would be referencing this.
Now I'm still not sure what your script/set-up is doing. Is it copying the data that comes in to the python node into the floating stash node?
Technical Discussion » Stash in an HDA
- kahuna031
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yeah, that would break. Multiparm sounds like a good idea. Never combined them with data attributes myself but why not?
Technical Discussion » Stash in an HDA
- kahuna031
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HybrideRDI took for granted that you did your database query in a python script then you could do something like in the hip.
I'm not sure how you “set this in your python code to a geometry object”? Can you elaborate on that?
Technical Discussion » Cannot find the Heightfield Mask by Shadow node inside of Houdini
- kahuna031
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ErikHallbergHej Erik Sounds like gpu is out of memory? Tried reducing the heightfield size?
OpenCL Exception: clFinish (-36)
OpenCL Context error: CL_OUT_OF_RESOURCES error executing CL_COMMAND_READ_BUFFER on GeForce GTX 1080 (Device 0).
Technical Discussion » How to know angle be tween two vector in 3d world
- kahuna031
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First- you can't describe that rotation with just float, you need the rotation axis too. These can together be described as the abstract concept of a ‘quaternion’.
To get what you want, the angle between v1 and v2, compute the ‘dihedral(v1, v2) ’, this gives you the quaternion describing the rotation between the vectors. This will hold both the axis and angle. To extract the angle you first convert it to a axis/angle vector: rot=qconvert(q). The length of ‘rot’ is now you angle.
To get what you want, the angle between v1 and v2, compute the ‘dihedral(v1, v2) ’, this gives you the quaternion describing the rotation between the vectors. This will hold both the axis and angle. To extract the angle you first convert it to a axis/angle vector: rot=qconvert(q). The length of ‘rot’ is now you angle.
Technical Discussion » Stash in an HDA
- kahuna031
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You don't actually need to make it editable. The stash geometry is a parameter on the stash node and you can promote this to the hda and set this in your python code to a geometry object.
Technical Discussion » UV Seams from attribute?
- kahuna031
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Technical Discussion » How to use scipy with Houdini 17 on windows?
- kahuna031
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The same compilers is simply not available on windows and it would be a massive job for sidefx supporting a workaround. Reading the history around the project behind the old win-scipy has convinced me of this.
As I mentioned before my suggestion would be to find the specific feature you want from scipy and implement this. Think that would also be a more reasonable rfe for sidefx.
As I mentioned before my suggestion would be to find the specific feature you want from scipy and implement this. Think that would also be a more reasonable rfe for sidefx.
PDG/TOPs » Why we don't have a dedicated TOP context?
- kahuna031
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jason_iversenCan we make quotes stickys?
… bring a massive amount complexity to that context for little actual benefit.
PDG/TOPs » Context View suggestion for PDG
- kahuna031
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I think this makes a lot of sense, as the manager of processes, diagnozing should be a absolute key feature for pdg. Unfortunately Houdini isn't capable of previewing all the data so I think it should be handled with care, it will be very frustrating accidentally opening Maya by clicking the wrong button for example. I can see a place for a generalized framework like a “preview event signal” for tasks and a (good) pref management to bind formats to viewers. Maybe this binding should be on the RMB menu for tasks, greyed out when there is no valid previewer for the data/attribute? And what to do with tasks/partitions that contains multiple files? one menu item per valid preview binding?
PDG/TOPs » Just saying Thanks
- kahuna031
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Well said. Sidefx had taken a visionary leap with pdg but this feedback process is half the product.
Houdini Engine for Maya » Connecting Maya locator handle to Houdini asset
- kahuna031
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juliapFor consistency and longetivity I'd like to see it reflect how Houdini does it natively which means either hda handles or python states. I love the idea of python states but it's not used enough to be called a success(I'm guessing this is down to too many hoops to jump through to get them working). Hda handles is not a favourite of mine and I don't see it scaling well, how dow we get an arbitrary amount of handles for example? But it would be my best bet here.
Any feedback about what other handles you'd like to see, and how you'd like to see them exposed would be appreciated.
Technical Discussion » HDA with editable node
- kahuna031
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No it's not as edit is not a python state but hardcoded into the node.
Check out python states in the docs to see what bindnings is available and there a are a few examples in the install dir like the brush one. It's quite a cool interface imo and hopefully sidefx can expand them to cover edit too.
Check out python states in the docs to see what bindnings is available and there a are a few examples in the install dir like the brush one. It's quite a cool interface imo and hopefully sidefx can expand them to cover edit too.
Houdini Learning Materials » Best way to learn VEX ?
- kahuna031
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High level languages like Python would only hide the explicit programing you need in vex. If any background knowledge would be recommended I'd go for vector algebra as that's typically the domain of a Houdini problem and helps one describe the problem.
Technical Discussion » Rotate point normals 45 degrees on curve
- kahuna031
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You provably want N as from the vector that is perpendicular to the curve tangent and the normal to the plane the curve lies on. Resample node has a shortcut to get the tangent vector and you already know the plane normal (the direction the door is facing). In a wrangler you can then write, (for example):
vector up=set(1,0,0);
@N =cross( n@curvedir, up);
vector up=set(1,0,0);
@N =cross( n@curvedir, up);
Houdini Engine for Maya » Support for Maya sets
- kahuna031
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It was always there - “Output Geometry Groups”. We turn them off at load but I remember asking for it to be off per default as they can cause issues in the scene (nothing in the scene can be named as a selection set, even when it is under a parent node - oh maya…). This broke our python wrappers as there was no way to catch the name collisions.
Houdini Engine for Maya » Support for Maya sets
- kahuna031
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Technical Discussion » How to use scipy with Houdini 17 on windows?
- kahuna031
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I was also after the sparse solvers but ended up modifying a git project that was wrapping libigl that in turn is a Eigen wrapper where you got sparse solvers:
https://github.com/bhenriksson031/EdgyEggs [github.com]
https://github.com/bhenriksson031/EdgyEggs [github.com]
Edited by kahuna031 - Nov. 12, 2018 12:40:00
Technical Discussion » How to use scipy with Houdini 17 on windows?
- kahuna031
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What are you after from scipy? I'm thinking a.more realistic expectation would be for sidefx to support specific features rather than the whole package.
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