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Technical Discussion » Quick question...
- Shadowjonny
- 97 posts
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How do i write the geometry file name of a sop? im using detail function in a wrangle and i want to get info from another sop not connected to the wrangle im work on. Is it possible?
Technical Discussion » Do- While loop asking for a semi colon?
- Shadowjonny
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tamte
how did you get that far in your code without noticing any of the errors?
do loop syntax is:
do {} while (condition)
yours looks like you are trying to have do and while loop combined:
do {} while () {}
so you either do:
do {} while (); {}
where your second {} is just statement block without any loop
or:
do {} while (); while () {}
where you first do a do loop with while condition and afterwards while loop, which s well clearly shows the difference about having a while at the end of the do loop and hence end with a semicolon or having a while at the beginning of a while loop and hence no semicolon
but that's by far not the only error in the code, unless some info was lost by pasting it here without a code formatting
Oh ok went back to the Loops and flow control page and i see wat i was doing wrong.In my head i was thinking it did the do once and than moves on to the while loop.
Technical Discussion » Do- While loop asking for a semi colon?
- Shadowjonny
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So i dont know why the vex wrangle is giving me an error when using the do-while loop to add a semicolon at the end of the condition of the while.
int currentpoint;
int lastpoint;
vector lastpos = point(0,“P”,13);
do
{
currentpoint = 16;
int mainp = neighbour(0,currentpoint,0);
vector pos = point(0,“P”,mainp);
}
while(currentpoint == lastpoint)
{
int area_p = nearpoints(0,pos,1.5);
foreach(int a; area_p)
{
vector array_pos = point(0,“P”,a);
if(pos == array_pos)
{
removeindex(area_p,0);
}
}
int array_len = len(area_p);
if(array_len < 1)
{
foreach(int p ; area_p)
{
setpointgroup(0,“intersection_p”,p,1);
}
}
else
{
currentpoint = pop(area_p,0);
//continue;
}
}
int currentpoint;
int lastpoint;
vector lastpos = point(0,“P”,13);
do
{
currentpoint = 16;
int mainp = neighbour(0,currentpoint,0);
vector pos = point(0,“P”,mainp);
}
while(currentpoint == lastpoint)
{
int area_p = nearpoints(0,pos,1.5);
foreach(int a; area_p)
{
vector array_pos = point(0,“P”,a);
if(pos == array_pos)
{
removeindex(area_p,0);
}
}
int array_len = len(area_p);
if(array_len < 1)
{
foreach(int p ; area_p)
{
setpointgroup(0,“intersection_p”,p,1);
}
}
else
{
currentpoint = pop(area_p,0);
//continue;
}
}
Technical Discussion » Vex interset function not working like i was hoping. why?
- Shadowjonny
- 97 posts
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tony_a
Try changing the line:
i@inter = intersect(0,pos,@N*10,p,uvw);
to:
i@inter = intersect(0,@P,@N*10,p,uvw);
in /obj/Hallway1/X_Positive4
WOW lol that worked. Thank you, why tho? isnt @P a vector getting the position of the run off, like points or prim? shouldnt the first one work also?
Technical Discussion » Vex interset function not working like i was hoping. why?
- Shadowjonny
- 97 posts
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Technical Discussion » Vex interset function not working like i was hoping. why?
- Shadowjonny
- 97 posts
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For the first point 0 its not getting -1 idk why its getting 20 since @N * 10 should be x = 0.0 y = 0.0 z = 10.0. And 1 and 2 are good since the direction of the Normal * 10 gets prim 20 and point 2 gets prim 0. idk why its not work i ahve it on points tried detail doesnt work cause i need for each point to look for a intersect. And when i change it to for instead of foreach it works but when point 2 is wrong and needs to be prim 0 not 20.
Edited by Shadowjonny - May 13, 2019 09:34:54
Technical Discussion » How to get corridor with subdivision and 90 degree corners?
- Shadowjonny
- 97 posts
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So i followed this video: https://vimeo.com/210679269 [vimeo.com] . To make a corridor but i dont know how he made it to be 90 degree on each corner and with a clean topology something in his Wrangle “Grid”. Also is there a corridor example? it is made by sideFX.
Edited by Shadowjonny - May 8, 2019 08:15:13
Technical Discussion » Normal point outwards of curve?
- Shadowjonny
- 97 posts
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rpopovici
You can try to append a point wrangle node after PolyFrame SOP and compute the cross product like this: v@N = cross(v@tangentu, v@N);
It should give you what you want..
works perfectly. Thank you
Technical Discussion » Normal point outwards of curve?
- Shadowjonny
- 97 posts
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Technical Discussion » Points to edges promotion?
- Shadowjonny
- 97 posts
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PaQ WaK
Are you using a sweep to generate those shapes ?
If so you can add an ID on the point of the backbone curve, and use the partition to create a unique point group by ID after the sweep, promote those point groups a edges groups, and collect them into a single edge groups with the group combine operator.
Cool Thank you for the help it works just how i wanted too.
Technical Discussion » Points to edges promotion?
- Shadowjonny
- 97 posts
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How can i the points i have in my group and convert them to edges i did this with the Group Promotion SOP somewhat works. But i just want the edges going around the points in the group not across.
Technical Discussion » get Corner only points?how?
- Shadowjonny
- 97 posts
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How do i get corner points only that have a 90 degree turn or not flat? how can i do this? I tried the group node and used the angle spread is has in it not working for me.
Edited by Shadowjonny - May 3, 2019 02:18:27
Houdini Indie and Apprentice » Edge damage where do i start?
- Shadowjonny
- 97 posts
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Konstantin Magnus
PDG itself does not do any surface operations. Its only used for orchestrating operations and variations I think.
Just go to SOPs and convert each a barrier mesh and some decal pieces to voxels with VDBfromPolygons. Then use VDBcombine to subtract them from each other. Last use ConvertVDB set to polygons.
some decal pieces? like texture mask? got me lost there.
Houdini Indie and Apprentice » Edge damage where do i start?
- Shadowjonny
- 97 posts
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How can i make edge damage like the barrier here :http://www.sidefx.com/docs/houdini/tops/wedge.html [www.sidefx.com]
without PDG since i dont have it im on apprentice.
without PDG since i dont have it im on apprentice.
Technical Discussion » Vex get current point position?
- Shadowjonny
- 97 posts
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imma make another site of wrangle to show it works i jsut want to avoid more wrangles just use 1 to check for position. Doesnt move on detail the rotation.
Technical Discussion » Vex get current point position?
- Shadowjonny
- 97 posts
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BabaJ
Your going to have to re-think what you want to do.
As an example for the first issue I see is in your red colored wrangle:...
if(first_points <= -1)
{
setpointgroup(1,"Point_Yes",first_points,1);
...
Your trying to use setpointgroup on the second wrangle input.
wrangles can only process the first input, and in your case it is set to run over points.
You can only use the other inputs as reference.
As to your original question. If this is the part of your code you are referring too:...
@P*=Y_negative;
vector newrt = point(geoself(),"P",1);
...
for ‘newrt’ your returning the value of point 1 using a point function. And that function is referring to the node itself.
When referring to the nodes you are doing so to their initial state.
If you want to refer to point number one after the matrix has been applied ( in which you assumed would happen since the point function follows what was applied to point number one), just use @P:@P*=Y_negative;
vector newrt = @P);
or do away with it altogether (generating the newrt vector) and use @P directly in your function:if(check_p(@P) <= -1)
If you really only want this to happen to point number one you can set a conditional for only doing the rotation with:if(@ptnum == 1)
{
@P*=Y_negative;
vector newrt = @P);
}
Of course, keeping in my what I mentioned before about setpointgroup, and the fact your running over points.
You may have to work out something in detail mode.
im just using the setpointgroup function for debugging and seeing if it works and its working the way i want it to i just want to get the new current position of point 1 and checnk if it returns -1 or a number from near point. If u go to >> transform5 << and rotate it there ull get the setpointgroups change. i want true if it didnt find any points
Technical Discussion » Vex get current point position?
- Shadowjonny
- 97 posts
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BabaJ
Post a hip so people can see what you actually did.
Ok, its the Wrangle colored in red.
Technical Discussion » Vex get current point position?
- Shadowjonny
- 97 posts
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So i have a wrangle and i made a transform and i changed the rotation value. How do i get the point position? i keep getting the old position from input1. I made another vector type with point function but put geoself() and still ruturns input1 vector position. I want the new position of the point its at now in -90 degrees.
Houdini Indie and Apprentice » Vex adding variable to channel possible?
- Shadowjonny
- 97 posts
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BabaJ
Some variations - same node and other node. Red colored wrangle has the 3 example parameters.
Is that function this function on the channel:http://www.sidefx.com/docs/houdini/expressions/point.html [www.sidefx.com]
Houdini Indie and Apprentice » Vex adding variable to channel possible?
- Shadowjonny
- 97 posts
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Is it possible to get the variable made in my wrangle. And fed it to a channel of another node? i made a attribute integer and named it i@has_points. But when i add @has_points to the channel of a node it doesn't do anything.
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