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Found 597 posts.

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Technical Discussion » Fabio Hair System

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pelos
623 posts
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 Dec. 22, 2020 11:42:14
hi, haven't play with redshift, don't forget that is a complete different render, not sure if can convert mantra shaders on the fly. or if the procedural hair that is generated by mantra as well.
Edited by pelos - Dec. 22, 2020 11:42:56
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Technical Discussion » Vellum Multi-THreading

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pelos
623 posts
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 Oct. 14, 2019 18:07:27
more important than the percentage, is how many core are you really using

the sim you have might not be hard enough for the power of the cpu.

can also mean the distribution of points to solve is not needing additional compute power, example

if you have 32 core, and you only have 10 points, maybe those 10 points can be solve with just one cpu.
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Technical Discussion » How to use a virtual environment's python instead of the one that ships with houdini?

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pelos
623 posts
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 May 13, 2019 18:21:51
is there a particular reason why you want to use your own environment instead the one that comes with Houdini?
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Technical Discussion » Python 3 Support

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pelos
623 posts
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 May 13, 2019 18:20:15
you can install python 3 in the pc,
use houdini python2 to run a python3 as a subprocess,
the python 3 can do the tensorflow and the python2 is just a runner

os.popen.subprocess(“python3 file.py -args….”)

or a vm with linux and put houdini, python, tensorflow etc… all the stuff you need, not something that i think is a great idea since the VM use a lot of Ram, that you might end up needing for houdini process.

this are just quick ideas that came to my mind.
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Technical Discussion » Python 3 Support

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pelos
623 posts
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 May 10, 2019 16:40:12
what is the thing you required with python3 that you cant do with python2? if is any library, you can just import it to your python script, beside print() using parenthesis everything else is an internal change, (mostly working range that will become generators instead lists)

when you install python already comes with pip / easy install,
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Technical Discussion » Visual Code Python Environment no PyLint, no hou module

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pelos
623 posts
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 May 10, 2019 16:29:01
you might be using visualCode as IDE, but the compiler might be pointing to the regular python folder, you might need to change the python interpreter to use the one that comes inside Houdini folder
Edited by pelos - May 10, 2019 16:34:31
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Technical Discussion » Hair grooming - separate root lift

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pelos
623 posts
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 April 18, 2019 12:46:51
not sure how helpfull is it, but in the mean time you could lift the curve primitive by the closest normal of the skin, create point there, and added to the hair curve and make it a root.

(I think there is a lift under the groom hair node)
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Technical Discussion » Resample fur

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pelos
623 posts
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 Feb. 27, 2019 01:07:38
your questions is not about fur/hair
the resample node will let you specify how many points per curve you want,
before resample you could group the short that needs 4 points, and the other that need 8 points, base LENARC.
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Technical Discussion » how to chop lag base on an attribute per point?

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pelos
623 posts
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 Jan. 17, 2019 02:46:38
well if you see the original length of the curve than after the chop is way shorter like the initial geometry changed

I put an example mixing with a vopsop but I wonder how to do all in chops
Edited by pelos - Jan. 17, 2019 02:58:37
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Technical Discussion » how to chop lag base on an attribute per point?

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pelos
623 posts
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 Jan. 16, 2019 03:47:47
I am trying to lag a line, but I want to affect the points base on an a ramp attribute, this is what I have so far.
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Technical Discussion » how can initialize an array of arrays in vex?

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pelos
623 posts
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 Jan. 6, 2019 22:59:05
mmm can I make a dictionary where values are arrays?
    mydic{}

    dic[0]= [1,2,3....]
something like that?
Edited by pelos - Jan. 6, 2019 23:10:28
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Technical Discussion » how can initialize an array of arrays in vex?

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pelos
623 posts
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 Jan. 6, 2019 04:00:57
how can initialize an array of arrays in vex?

i know in python would look like
my_array =
for i in range(4):
my_array.append()
print(my_array)
>>>[ , , , , ]


this is how i am trying to do in vex
int liners;
for(int l = 0; l < ch(“loops”); ++l){
int mini_liner;
push(liners, mini_liner);
};

but when i printf i just get
{}
and that's it i was expecting something like {{}, {}, {} }
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Technical Discussion » Getting the angle between two 3d vectors in VOP

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pelos
623 posts
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 Jan. 6, 2019 00:39:45
thanks symek, just used you trick
symek
angle = acos(dot(normalize(v1),normalize(v2)))

I will just add
VEX
float angle = degrees(acos(dot(normal_pt, nn_pt)));

in case you need it on degrees
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Technical Discussion » how can i put a list of strings into a detail attribute with python?

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pelos
623 posts
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 Jan. 5, 2019 23:34:44
strange I was doing
geo.addAttrib(hou.attribType.Global, “connections”, ) and did work, but didn't work with strings,
thanks
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Technical Discussion » how can i put a list of strings into a detail attribute with python?

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pelos
623 posts
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 Jan. 4, 2019 03:23:47
I am working in a python node, and created a list of strings that I will be using in the next node (attrib wrangler).
maybe I can store it in a different way?
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Technical Discussion » resample a polyline in vex

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pelos
623 posts
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 Jan. 2, 2019 15:35:00
is there a function to resample a polyline same as the resample node?
that can give options of putting n points or putting every distance?

thanks guys
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Technical Discussion » how to find the closest number in geometry (with out considering the current pt)

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pelos
623 posts
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 Jan. 1, 2019 15:56:18
super smart idea!!!
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Technical Discussion » how to find the closest number in geometry (with out considering the current pt)

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pelos
623 posts
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 Dec. 29, 2018 21:25:02
I found something like this but it hast to calculate pops
there is a proximity node inside pops basically that's what I want but with out having to cache it by frames
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Technical Discussion » how to find the closest number in geometry (with out considering the current pt)

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pelos
623 posts
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 Dec. 29, 2018 20:45:30
I am using near point/expression, but for each point on the loop it return itself, so when it get to the loops grabs point zero position and look for the closest point, and that same point been exactly at the same place it pick up as the closest,

I was expecting the “near point” to look for the nearest point excluding itself(the current point in the loop)

in my example for point zero the closest point is number 10



this is my hip example, how can I find the near point using the same geometry?


(later on I want to be able to select the nearest if they belong to a group, that way I can find the closest root to each root)
Edited by pelos - Dec. 29, 2018 22:03:12
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Technical Discussion » Fur Sticks to Collision Object

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pelos
623 posts
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 May 26, 2018 01:46:01
if they stretch increase the sub sample a and test, that helps a lot since evaluate in between frames and avoid the points of the curve to penetrate the solid object.
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