Python has a built-in function intersection that works with sets (have a look at method2)
https://www.geeksforgeeks.org/python-intersection-two-lists/ [www.geeksforgeeks.org]
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Houdini Indie and Apprentice » primitive array: group if 2 primitives contains common array value
- Andr
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Technical Discussion » Python: Custom Menu with Icons
- Andr
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thanks for sharing it!
python stuff always welcome
python stuff always welcome
Edited by Andr - Nov. 4, 2018 12:32:25
Houdini Learning Materials » H17 Masterclass: Vellum Overview - by Jeff Lait
- Andr
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Now I understand! Thanks a lot Tomas
Daryl do you mean this?
http://www.sidefx.com/docs/houdini/dyno/vellumattributes.html [www.sidefx.com]
Daryl do you mean this?
http://www.sidefx.com/docs/houdini/dyno/vellumattributes.html [www.sidefx.com]
Edited by Andr - Nov. 2, 2018 11:23:10
Technical Discussion » Vex: read tuple of ints with detail expression
- Andr
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interesting question, I thought you could do something like this `atof(details(“../mywrangle/”, “mystring”, 0))` but it seems broken.
Houdini Learning Materials » H17 Masterclass: Vellum Overview - by Jeff Lait
- Andr
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very interesting!
I was wondering what is the workflow to apply the vellum postprocess after your dopnet containing the vellum simulation?
.
I was wondering what is the workflow to apply the vellum postprocess after your dopnet containing the vellum simulation?
.
Houdini Indie and Apprentice » Check if 2 coplanar prims intersect eachother
- Andr
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Houdini Indie and Apprentice » Assigning group in VEX. Where I am wrong?
- Andr
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try this
if(wall==1)
{
setprimgroup(0, “obstacles”, @ptnum, 1);
}
if(wall==1)
{
setprimgroup(0, “obstacles”, @ptnum, 1);
}
Edited by Andr - Oct. 31, 2018 21:02:31
Houdini Indie and Apprentice » Check if 2 coplanar prims intersect eachother
- Andr
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I know I can scatter some point on the prims and throw some rays, but I was wondering whether there's some node already doing that.
Intersection analysis doesn't work on coplanar prims.
Any suggestion about more efficient and precise workflows than scattering points are welcome!
cheers
Intersection analysis doesn't work on coplanar prims.
Any suggestion about more efficient and precise workflows than scattering points are welcome!
cheers
Edited by Andr - Oct. 31, 2018 16:15:34
Houdini Lounge » Houdini 17 reactions and thoughts
- Andr
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nisachar
I also like the terrain tools but because Houdini's terrains can seemingly talk with other parts of the program, I would like to see Sidefx push terrain into areas that dedicated programs cannot. Like overhangs using true vector displacements or use terrain deformation on non-planar geometry.
yes vector displacement for terrains would be nice
I was amazed to see it implemented in blender
https://www.youtube.com/watch?v=vgKjn1mV2hI [www.youtube.com]
Houdini Lounge » Houdini 17 reactions and thoughts
- Andr
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el_diablo
Even though there wasn't much in the terms of Rendering feature updates, the tease at the end of the launch event mentioning LOPs is real intriguing. I'm sure SideFX will do a stellar job once its released, so a lot to look forward to.
I was intrigued as well but didn't really get what he meant and the implications
Could anybody explain the final words of the presentation?
Also, is there any official changelog so we can read the full list of improvements and changes in hou17 ?
Houdini Learning Materials » Houdini attributes
- Andr
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Talking about working with vectors, I noticed this strange thing:
Add a wrangle with:
v@myVector = set(1,2,3);
@N = @myVector; // @N is set correctly to (1,2,3). @N and @myVector are created in the same context (same wrangle)
Now add another wrangle to the one just created and re-assign @N to @myVector:
@N = @myVector; // @N is set now to (1,1,1) !! Only the first component is read.
Is Houdini no more aware that @myVector is a vector?
To fix that, you have to specify that it is a vector. @N = v@myVector; works indeed.
That took me a lot of time to figure out the first time, when I was going crazy with not being able to assign any vector attribute to N.
Is this a bug or is there any deeper reason on how Houdini works behind the scene that would explain this behavior?
I attached an example file
Cheers
Add a wrangle with:
v@myVector = set(1,2,3);
@N = @myVector; // @N is set correctly to (1,2,3). @N and @myVector are created in the same context (same wrangle)
Now add another wrangle to the one just created and re-assign @N to @myVector:
@N = @myVector; // @N is set now to (1,1,1) !! Only the first component is read.
Is Houdini no more aware that @myVector is a vector?
To fix that, you have to specify that it is a vector. @N = v@myVector; works indeed.
That took me a lot of time to figure out the first time, when I was going crazy with not being able to assign any vector attribute to N.
Is this a bug or is there any deeper reason on how Houdini works behind the scene that would explain this behavior?
I attached an example file
Cheers
Houdini Learning Materials » Houdini attributes
- Andr
- 900 posts
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goldfarbndickson
One thing to note about floats that surprises a lot of people is that many numbers that look simple in decimal, like 0.1, are not exactly that value when represented in floating-point
to add the what Neil said,
sometimes a parameter will have a value like this: 1.77636e-15
this is zero (0) in float
you can safely make these 0 manually.
let's pretend that that “weird” number is a value of point attribute @P.y
I then add a vex wrangle with the following ‘if statement’:
if (@P.y == 0) {removepoint(0, @ptnum);}
will the point with that weird number be removed?
Edited by Andr - Oct. 4, 2018 04:51:52
Houdini Learning Materials » [python] Color gradient sampling from images like in Substance Designer?
- Andr
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Houdini Learning Materials » Particle Position
- Andr
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vector red = set(1, 0, 0);
if(@Cd == red)
{
@P = @P;
}
Hey, It might be very wrong, always try to provide a simple project file.
More chances to get some help and easier for the others to understand the problem.
Cheers
if(@Cd == red)
{
@P = @P;
}
Hey, It might be very wrong, always try to provide a simple project file.
More chances to get some help and easier for the others to understand the problem.
Cheers
Technical Discussion » what is parametric uv?
- Andr
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Technical Discussion » what is parametric uv?
- Andr
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hello, is there anyway I can read these intrinsic UVs of the points in a vex wrangle?
I can't seem to find any functions that returns it.
I can't seem to find any functions that returns it.
Houdini Indie and Apprentice » How to multiple falloff FOG masks in VDB?
- Andr
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A Houdini developer clarifies:
“The SDF smoothing tools rebuild the SDF. This always adds some smoothing everywhere, not just at the boundaries.”
“The SDF smoothing tools rebuild the SDF. This always adds some smoothing everywhere, not just at the boundaries.”
Houdini Engine for Unreal » World Creator possible?
- Andr
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Hello there,
after seeing the super interesting Far Cry presentation at GDC, I'm thinking again about Houdini as complete tool for world creation in Unreal Engine.
My goal would be indeed to make a ‘procedural world’ digital asset for UE, with rules to create and spawn on the terrain thousands of procedural elements (trees, vegetation, houses, etc etc).
If I recall correctly there are some heavy limitations, especially for vegetation placement.
Is still better to use UE tools? If so I would lose all the flexibility of Houdini to build my world rules.
after seeing the super interesting Far Cry presentation at GDC, I'm thinking again about Houdini as complete tool for world creation in Unreal Engine.
My goal would be indeed to make a ‘procedural world’ digital asset for UE, with rules to create and spawn on the terrain thousands of procedural elements (trees, vegetation, houses, etc etc).
If I recall correctly there are some heavy limitations, especially for vegetation placement.
Is still better to use UE tools? If so I would lose all the flexibility of Houdini to build my world rules.
Houdini Indie and Apprentice » VDB Combine SDF difference, how to group the intersecting area/cavities?
- Andr
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hey Marc thanks for the tip.
I just realized that the Convert VDB node offer the feature I was looking for, if you feed the second input it would make a couple of useful groups for you when converting to polys.
Me dumb, I already knew that possibility, I just forgot about it
I just realized that the Convert VDB node offer the feature I was looking for, if you feed the second input it would make a couple of useful groups for you when converting to polys.
Me dumb, I already knew that possibility, I just forgot about it
Houdini Indie and Apprentice » VDB Combine SDF difference, how to group the intersecting area/cavities?
- Andr
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VDB B is getting subtracted from VDB A.
How could I group the resulting cavities so that I can apply a different texture to them?
My workflow so far: once I convert to polys, I use the xyzdist() function in a vex wrangle to check against Geo B at a very short maximum distance.
It works fine with simple setups (like in the pic), but:
-) it's not the most precise solution in complex scenes, especially when you are subtracting many different-in-size pieces.
-) Not efficient because It often needs a further computational intensive operation to shrink down the group.
Ideally I should be able to “tag” the intersecting voxels before I convert the VDB to polys, and somehow be able to bring it with the conversion to polys.
Any ideas? Thanks a lot!
I attached a project file with the xyzdist() solution.
ps. I tried to search in the forum but couldn't find anything
How could I group the resulting cavities so that I can apply a different texture to them?
My workflow so far: once I convert to polys, I use the xyzdist() function in a vex wrangle to check against Geo B at a very short maximum distance.
It works fine with simple setups (like in the pic), but:
-) it's not the most precise solution in complex scenes, especially when you are subtracting many different-in-size pieces.
-) Not efficient because It often needs a further computational intensive operation to shrink down the group.
Ideally I should be able to “tag” the intersecting voxels before I convert the VDB to polys, and somehow be able to bring it with the conversion to polys.
Any ideas? Thanks a lot!
I attached a project file with the xyzdist() solution.
ps. I tried to search in the forum but couldn't find anything
Edited by Andr - Aug. 13, 2018 19:31:34
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