Hi!
I need to see the udim texture in viewport. Can the quickshade sop do it with some udim tag? ...is there some other easy method?
At worst, I'll just apply the quickshade in a for each loop to apply each of the UDIM textures...
-Olivier
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Technical Discussion » UDIMs display in viewport? {[SOLVED]}
- olivierth
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Technical Discussion » Assemble Modifies @class ? {[SOLVED]}
- olivierth
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...but now, Everything is slow in my viewport because of my pack sop method... arg!!
EDIT: Oops, I posted this before I saw your reply. You method with a string @class and pack sop works. I'll just have to convert the string @class values to integers and the rest should work just right!
Thanks a lot!
EDIT: Oops, I posted this before I saw your reply. You method with a string @class and pack sop works. I'll just have to convert the string @class values to integers and the rest should work just right!
Thanks a lot!
Edited by olivierth - Dec. 7, 2023 15:16:38
Technical Discussion » Assemble Modifies @class ? {[SOLVED]}
- olivierth
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I found a work around. By using a for-each loop and a pack sop, I get the result I need.
...I'm still curious about why the assemble sop gave a different result...
...I'm still curious about why the assemble sop gave a different result...
Technical Discussion » Assemble Modifies @class ? {[SOLVED]}
- olivierth
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Hi!
I've got an asset with lots of pieces. I'm using a Connectivity sop to get primitive @class. After that, I use the assemble sop with Transfer Attribute set to "class" to preserve it.
Before the assemble, the @class goes up to 11127. After the assemble, it goes up to 10646. it looks like it's "combining" multiple pieces under the same @class value. Why am I getting a different result?
-Olivier
I've got an asset with lots of pieces. I'm using a Connectivity sop to get primitive @class. After that, I use the assemble sop with Transfer Attribute set to "class" to preserve it.
Before the assemble, the @class goes up to 11127. After the assemble, it goes up to 10646. it looks like it's "combining" multiple pieces under the same @class value. Why am I getting a different result?
-Olivier
Edited by olivierth - Dec. 7, 2023 15:15:35
Technical Discussion » Assemble and Unpack messes up the normals.. ? {[SOLVED]}
- olivierth
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AAAHHHH!!! I thought the "Transfer Attributes" of the Assemble was to decide what attributes to keep. I cleared the Transfer Attribute field and all is good now.
Thanks for the info!
-Olivier
Thanks for the info!
-Olivier
Edited by olivierth - Dec. 5, 2023 13:35:51
Technical Discussion » Assemble and Unpack messes up the normals.. ? {[SOLVED]}
- olivierth
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Hi!
I've got an asset with lots of pieces and they have lovely vertex normals. When I use the Assemble sop with an unpack right after it, all the normals of screwed up. It's like each piece has one normal direction.
I used * (star) in the "Transfer Attributes" of both nodes.
-Olivier
I've got an asset with lots of pieces and they have lovely vertex normals. When I use the Assemble sop with an unpack right after it, all the normals of screwed up. It's like each piece has one normal direction.
I used * (star) in the "Transfer Attributes" of both nodes.
-Olivier
Edited by olivierth - Dec. 5, 2023 13:37:12
Technical Discussion » I don't know what to make of this....
- olivierth
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Not sure I understand your question.
The one you circled is the translate button (shortcut "T"). If you put your mouse over it, you'll see what is does.
The one you circled is the translate button (shortcut "T"). If you put your mouse over it, you'll see what is does.
Technical Discussion » Assemble vs Pack per connectivity: super slow!
- olivierth
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raincole: I meant it's slow when I rotate/pan/zoom in the viewport.
tamte: arg, I see. It makes sense that a copy-to-point would be the best option. It's just anoying to setup with multiple leaf types but I'll be good from there. Thanks!
-Olivier
tamte: arg, I see. It makes sense that a copy-to-point would be the best option. It's just anoying to setup with multiple leaf types but I'll be good from there. Thanks!
-Olivier
Edited by olivierth - Nov. 29, 2023 10:52:34
Technical Discussion » Assemble vs Pack per connectivity: super slow!
- olivierth
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Hi!
I've got a tree with 150 000 leaves. I need to pack them while placing their pivot points at the root of each leaves. I can do it with a for-each loop that places the root at the origin, packs it (with the Pack sop) and moves it back to its original position. This works but it's mega slow in the viewport.
...yet, when I use the Assemble sop (without the for-each loop), I get the same amount of packed primitives but it's not laggy in the viewport. What's the technical difference?
I've got a tree with 150 000 leaves. I need to pack them while placing their pivot points at the root of each leaves. I can do it with a for-each loop that places the root at the origin, packs it (with the Pack sop) and moves it back to its original position. This works but it's mega slow in the viewport.
...yet, when I use the Assemble sop (without the for-each loop), I get the same amount of packed primitives but it's not laggy in the viewport. What's the technical difference?
Technical Discussion » Assemble: control how many pieces? {[SOLVED]}
- olivierth
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That would not work because the Assembly is where it's not working.
I ended up not using a for-each loop with a Pack sop to do the trick.
I ended up not using a for-each loop with a Pack sop to do the trick.
Technical Discussion » String Errors: "Unable to evaluate" because of backticks {[SOLVED]}
- olivierth
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Super, this works!
I just never used any print functions before. I'm not 100% sure of what it does.
Thanks.
-Olivier
I just never used any print functions before. I'm not 100% sure of what it does.
Thanks.
-Olivier
Technical Discussion » String Errors: "Unable to evaluate" because of backticks {[SOLVED]}
- olivierth
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Hi!
I'm using a Detail Wrangle to generate a Mel script to be used in Maya. There's one line that Houdini hates. It's this:
$createSetResult = `sets -name "column"`; (the Mel script I'm trying to create)
I had three problems:
- quotes(")
- dollar symbol($)
- backticks(`)
For the quotes("), I can simply use a chs("quote_symbol") so I cant place a quote in that channel instead of writting it directly in the script. For the dollar symbol($), same thing but I change the Expression Language to Python instead of Hscript (icon top right).
The backtick(`) is my biggest probleme. I can't use it directly in the script and I cant use it in a chs() (python or Hscript). What option do I have?
-Olivier
I'm using a Detail Wrangle to generate a Mel script to be used in Maya. There's one line that Houdini hates. It's this:
$createSetResult = `sets -name "column"`; (the Mel script I'm trying to create)
I had three problems:
- quotes(")
- dollar symbol($)
- backticks(`)
For the quotes("), I can simply use a chs("quote_symbol") so I cant place a quote in that channel instead of writting it directly in the script. For the dollar symbol($), same thing but I change the Expression Language to Python instead of Hscript (icon top right).
The backtick(`) is my biggest probleme. I can't use it directly in the script and I cant use it in a chs() (python or Hscript). What option do I have?
-Olivier
Edited by olivierth - Nov. 24, 2023 13:59:27
Technical Discussion » Assemble: control how many pieces? {[SOLVED]}
- olivierth
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Let's say my unpacked geometry contains 5000 pieces. Is there a way I can control the Assemble sop so it creates only 2 packed primitives?
In a primitive wrangle, I used:
...and in the Assemble after it, I checked the Piece Attribute and used "class" but it doesnt work...
-Olivier
In a primitive wrangle, I used:
i@class = 0; if(@primnum > 2500) { @class = 1; } //to have only 2 class values possible
...and in the Assemble after it, I checked the Piece Attribute and used "class" but it doesnt work...
-Olivier
Edited by olivierth - Nov. 24, 2023 14:02:45
Technical Discussion » Vex: convert float to string? {[SOLVED]}
- olivierth
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Technical Discussion » Vex: convert float to string? {[SOLVED]}
- olivierth
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Hi!
I've got floats like:
0.15979
0.95435
0.74896
... I need to convert those to string but I can't find a function for that. I know about the itoa() but can't find the same for floats.
...at worst I could always do it the hard way and multiply my 0.15979 by 100 000 so I cant use itoa, etc.
-Olivier
I've got floats like:
0.15979
0.95435
0.74896
... I need to convert those to string but I can't find a function for that. I know about the itoa() but can't find the same for floats.
...at worst I could always do it the hard way and multiply my 0.15979 by 100 000 so I cant use itoa, etc.
-Olivier
Edited by olivierth - Nov. 23, 2023 16:17:11
Technical Discussion » Vex Edit String Window: Search and Replace Highlighted Only? -> NO!
- olivierth
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Technical Discussion » flipbook problem ;(
- olivierth
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Technical Discussion » Vex Edit String Window: Search and Replace Highlighted Only? -> NO!
- olivierth
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Hi!
I've got about 40 lines of code and I need to replace "string" by "float" for the last 20 lines only. In the editor (Alt + E in a wrangle) I have the option to "Replace All" but I don't get how to replace in the hightlighted text only. Is it possible?
...at worst, I'll just replace all and copy paste the text I need....
-Olivier
I've got about 40 lines of code and I need to replace "string" by "float" for the last 20 lines only. In the editor (Alt + E in a wrangle) I have the option to "Replace All" but I don't get how to replace in the hightlighted text only. Is it possible?
...at worst, I'll just replace all and copy paste the text I need....
-Olivier
Edited by olivierth - Nov. 21, 2023 14:35:14
Technical Discussion » vex/python: How to Get the Name of a Material {[SOLVED]}
- olivierth
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OHHHH, Fantastic! You just opened a world of possibilities.
I'm running it on packed prims so I don't think this will be slow for any of my assets.
Thanks a LOT!
-Olivier
I'm running it on packed prims so I don't think this will be slow for any of my assets.
Thanks a LOT!
-Olivier
Technical Discussion » vex/python: How to Get the Name of a Material {[SOLVED]}
- olivierth
- 1004 posts
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Hi!
I'm working in sops but I need to fetch the name of multiple materials and use it in VEX. If I already know the path to the materials (like: /mat/Wood_Material), how can I get the name of the material connected to the material ouputs (always named OUT_material)?
I'm guessing it can't be done in VEX. If so, is there a way I could use a python sop that would get the info so I could then get it from a wrangle and continue in VEX?
-Olivier
I'm working in sops but I need to fetch the name of multiple materials and use it in VEX. If I already know the path to the materials (like: /mat/Wood_Material), how can I get the name of the material connected to the material ouputs (always named OUT_material)?
I'm guessing it can't be done in VEX. If so, is there a way I could use a python sop that would get the info so I could then get it from a wrangle and continue in VEX?
-Olivier
Edited by olivierth - Nov. 15, 2023 13:15:36
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