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Technical Discussion » How to use nodes to select ring or loop edges?
- Tesla_s_fan
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Technical Discussion » Remove group in VEX
- Tesla_s_fan
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U can use addgroup() and removegroup() in vex (pointwrangle);
U can use setpointgroup( geoself(), string name, int pt, int addOrRemoveFromGroup ) in cvex (attribwrangle);
if addOrRemoveFromGroup == 1 , the point will be add into group;
if addOrRemoveFromGroup == 0 , the point will be remove from group;
The help document not correct.
U can use setpointgroup( geoself(), string name, int pt, int addOrRemoveFromGroup ) in cvex (attribwrangle);
if addOrRemoveFromGroup == 1 , the point will be add into group;
if addOrRemoveFromGroup == 0 , the point will be remove from group;
The help document not correct.
Technical Discussion » How to use nodes to select ring or loop edges?
- Tesla_s_fan
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To pusat:
I just see the help document:http://localhost:48626/vex/arrays [localhost]
or:
http://www.sidefx.com/docs/houdini13.0/vex/arrays [sidefx.com]
But I got the same error in wrangle node. Maybe it has bug.
And I test it in vex type otl, it can works.
I just see the help document:http://localhost:48626/vex/arrays [localhost]
or:
http://www.sidefx.com/docs/houdini13.0/vex/arrays [sidefx.com]
But I got the same error in wrangle node. Maybe it has bug.
And I test it in vex type otl, it can works.
Technical Discussion » How to use nodes to select ring or loop edges?
- Tesla_s_fan
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pusatThank you,I look inside the otl, it's too complex to me , totally can not understand. But I see the note “// VEX grammar doesn't support functions that return arrays.” . In fact houdini support the functions that return arrays, like that:
Adding a VEX-based Select Edge Loop SOP to the list:
https://www.orbolt.com/asset/animatrix::selectEdgeLoop::1.00 [orbolt.com]
It uses the new hedge API.
vector rgb_array()
{
return { {1, 0, 0}, {0, 1, 0}, {0, 0, 1} };
}
Technical Discussion » question about addpointtogroup node in vop sop
- Tesla_s_fan
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Technical Discussion » Fabio Hair System
- Tesla_s_fan
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Technical Discussion » How to achieve adaptive voxel size?
- Tesla_s_fan
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danwood82bifrost can done it
Yeah, I think this is pretty much the holy-grail of fluid sim… I've seen a few whitepapers about adaptive-resolution fluids, but I've yet to see a production package that implements it.
Technical Discussion » How to achieve adaptive voxel size?
- Tesla_s_fan
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JordanWalshThanks, but I mean voxel size can be adaptive in the same grid in fluid simulation. e.g. close to the camera voxel size become small, others far from camera become big in the same grid in fluid simulation. So , fluid near the camera has more details.
Crate a volume node and select the “From Camera” tab. You can then set the Z resolution. This is called the volume taper. You can adjust this with a Primitive SOP on any volume.
Technical Discussion » How to achieve adaptive voxel size?
- Tesla_s_fan
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Technical Discussion » vex learning
- Tesla_s_fan
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Technical Discussion » shader learning
- Tesla_s_fan
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Technical Discussion » shader learning
- Tesla_s_fan
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yxtx2012This is my first rendering, not have any experience, so I reference a part of that tutorial. My idea is not use any external map to practice houdini shaders.
Do good, is a reference to this tutorial?
Tea.and.Cookies.with.Houdini
I remember that tutorial scratch using a map
做的不错啊,是参考的这个教程吗?
Tea.and.Cookies.with.Houdini
我记得那个教程里划痕用的是贴图.
第一次做,还没什么经验,所以参考了一部分那个教程。我的想法就是全H流程,不使用外部贴图,当做练习了。
Technical Discussion » shader learning
- Tesla_s_fan
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Technical Discussion » shader learning
- Tesla_s_fan
- 129 posts
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Technical Discussion » Connect points in cvex
- Tesla_s_fan
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Technical Discussion » point cloud open wrong in pop
- Tesla_s_fan
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Hi again, I fix it again. the popvop parm input “the first input” should use “Myself”.
Technical Discussion » point cloud open wrong in pop
- Tesla_s_fan
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I fix it, my qq is 271446434, I want to learn houdini from you, please add me, thanks.
Technical Discussion » copy lights
- Tesla_s_fan
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Technical Discussion » copy lights
- Tesla_s_fan
- 129 posts
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instance can not control the light color and the key is instance can not export FBX to maya and so on.
Technical Discussion » copy lights
- Tesla_s_fan
- 129 posts
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Copy script to the new shelf tool, then select geo and light node,then click script. Geo must have color and normal.
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