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Technical Discussion » The faces I want to add to a group are hidden by the existing selection
- BabaJ
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Perhaps set group by bounding box/object (adjust as you go) and put this into visibility node.
Edited by BabaJ - Sept. 4, 2018 09:01:59
Technical Discussion » Pop Stream with 'ingroup'
- BabaJ
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Thanks Tomas for the reference link on streams…I see P. Quint has video that's not too old up in the tut section. I should read/watch both.
Swore I did a ctrl+f in my browser for the POP Stream/Replicate pages…but your right..it's there.
thanks again.
Swore I did a ctrl+f in my browser for the POP Stream/Replicate pages…but your right..it's there.
thanks again.
Technical Discussion » Pop Stream with 'ingroup'
- BabaJ
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I was looking at an example file on how to use pop replicate.
In it the person preceeded pop replicate with a pop stream node.
In that node they define what seems to be a local attribute/variable to be used by the network to decide if pop replicate will emit.
It's a very usefull approach and I'm glad I found it as it's what I needed for something I was working for.
The thing is, unless I came across this example file, there is no way I could have found this out through reading documentation.
I can find no references to ‘ingroup’ anywhere.
I've looked under standard pop local vairables:
http://www.sidefx.com/docs/houdini/nodes/pop/popLocals.html [www.sidefx.com]
and under the POP stream, POP Replicate, POP Network and POP Solver docs; but no reference to ‘ingroup’ anywhere.
This is a curiosity at this point, but I might point it out to support if no one knows where the reference is.
Anyone know where this might be referenced in the docs?
In it the person preceeded pop replicate with a pop stream node.
In that node they define what seems to be a local attribute/variable to be used by the network to decide if pop replicate will emit.
It's a very usefull approach and I'm glad I found it as it's what I needed for something I was working for.
The thing is, unless I came across this example file, there is no way I could have found this out through reading documentation.
I can find no references to ‘ingroup’ anywhere.
I've looked under standard pop local vairables:
http://www.sidefx.com/docs/houdini/nodes/pop/popLocals.html [www.sidefx.com]
and under the POP stream, POP Replicate, POP Network and POP Solver docs; but no reference to ‘ingroup’ anywhere.
This is a curiosity at this point, but I might point it out to support if no one knows where the reference is.
Anyone know where this might be referenced in the docs?
Houdini Learning Materials » Shading and/or lighting tutorials
- BabaJ
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@AdrianG001
I believe that video tutorial is from 2009, original poster was hoping for something done with 16.0 +
I believe that video tutorial is from 2009, original poster was hoping for something done with 16.0 +
Houdini Indie and Apprentice » addpoint creates to much points
- BabaJ
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I think that's because the compiler is being ‘smart’, those values for printf, in your case are coming from only two points, and the values are not changing.
So there's no need to repeat the output more than once for each one.
However, although it's not what you intended, your creating multiple points for those same values, so Houdini does that because it's geometry and that's what you specified.
I also saw this on Odforce from edward:
So just to see, try to multiply your source so you get multiples of 1024 and you should see the printf printing twice * multiples of those ‘bucket’ sets of 1024.
So there's no need to repeat the output more than once for each one.
However, although it's not what you intended, your creating multiple points for those same values, so Houdini does that because it's geometry and that's what you specified.
I also saw this on Odforce from edward:
VEX multithreads in buckets of 1024 elements. So because your printf is not varying, it only prints once per 1024 elements.
So just to see, try to multiply your source so you get multiples of 1024 and you should see the printf printing twice * multiples of those ‘bucket’ sets of 1024.
Edited by BabaJ - Sept. 3, 2018 14:02:50
Houdini Indie and Apprentice » addpoint creates to much points
- BabaJ
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i would have thought Printf would give me a message every time.
In detail mode with npoints(0) instead of @ptnum you will get a printf output for every point that has an attribute value of 2 for ‘choosenInt’ and the same number of new points.
Edited by BabaJ - Sept. 3, 2018 09:16:29
Technical Discussion » Move from current Level to Parent Level
- BabaJ
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In your example you've made a digital asset with the paint node. But with digital assets they only make references to the parameters that you ‘promote’ - the callback scripts don't get transferred.
You have to put in the callback script at the asset level and save.
You have to put in the callback script at the asset level and save.
Technical Discussion » Silly question about polysplit
- BabaJ
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Houdini Indie and Apprentice » What is the proper way to duplicate nodes as instances/references.
- BabaJ
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Sorry…don't think there is a simple way for that, other than writting out your own Python script.
Houdini Indie and Apprentice » What is the proper way to duplicate nodes as instances/references.
- BabaJ
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Technical Discussion » Expand POP network group
- BabaJ
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My one concern is that the particles don't remain in the group indefinitely after they enter it
What do you mean they don't? They do, so long as the points @age hasn't reached its' @life, it will remain in the group;
But that would go the same for points not in the group too, so just increase the life setting, if that's the case.
Right now you only have 90 frames at 24/s and life is at 100s, so no problem there.
Unless of course you decide to change your birthing method and/or have a dynamic point source. But in that case the code just has to be switched to using something like an id attribute instead of point numbers.
What do you plan on changing?
Technical Discussion » Silly question about polysplit
- BabaJ
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Yes…I get straight lines with it set to Shortest Distance. Or are you trying to use ‘Split Locations’ ?
Posting a hip of what you did and what your issue is will help others give you suggestions.
Posting a hip of what you did and what your issue is will help others give you suggestions.
Edited by BabaJ - Sept. 2, 2018 11:58:38
Houdini Indie and Apprentice » How would u sort these prims?
- BabaJ
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This example Jonathan gave reminded me of how often people would like to just re-order the prim/point numbers on the fly.
So I thought of doing something like this for quit some time now and tried it out.( nodes in red netbox )
It takes the numbers listed in the basegroup parameter of the group node so that one can manually create the list of prims in this case they want to be ordered.
The only downside of this is that in order to work the numbers of the prims selected in the viewport has to be done in a way that the group node lists them out as selected order.
The only way I have found to make this work reliably is by shift + clicking each primitive in succession.
Perhaps an RFE for using saying the brush selection where one can just click and drag their whole selection order would make using what I have more usefull.
So I thought of doing something like this for quit some time now and tried it out.( nodes in red netbox )
It takes the numbers listed in the basegroup parameter of the group node so that one can manually create the list of prims in this case they want to be ordered.
The only downside of this is that in order to work the numbers of the prims selected in the viewport has to be done in a way that the group node lists them out as selected order.
The only way I have found to make this work reliably is by shift + clicking each primitive in succession.
Perhaps an RFE for using saying the brush selection where one can just click and drag their whole selection order would make using what I have more usefull.
Technical Discussion » Expand POP network group
- BabaJ
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So in your popnet I disabled your popsprite and popcolor.
Then after your popnet in a pointwrangle do the work to gradually add more points to your collide group.
Then give them color in next wrangle and at the end turn them into sprites.
Then after your popnet in a pointwrangle do the work to gradually add more points to your collide group.
Then give them color in next wrangle and at the end turn them into sprites.
Edited by BabaJ - Sept. 2, 2018 11:25:35
Houdini Indie and Apprentice » How do I use perentheses in a sop
- BabaJ
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Using:
works for me with no error, maybe just put down a new ray sop and try again.
(@Cd + @area) * 3
works for me with no error, maybe just put down a new ray sop and try again.
Technical Discussion » Silly question about polysplit
- BabaJ
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Best to post a hip that shows your issue, then someone can help with a solution and/or give you insight into the workings of that node;
Because I was curious about your post and have never used the polysplit node. But I tried it and am getting ‘straight lines’.
Because I was curious about your post and have never used the polysplit node. But I tried it and am getting ‘straight lines’.
Edited by BabaJ - Sept. 2, 2018 08:24:24
Technical Discussion » Move from current Level to Parent Level
- BabaJ
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It does ‘work’, if you split your network window into two so you can see the geo1 node and then select your paint1 node then press your button, you will see the focus shift over to your geo1 node.
What your wanting is for the view to change as well, but it's not working for you because you have your window pane pinned.
Unpin it and it will do what you want.
What your wanting is for the view to change as well, but it's not working for you because you have your window pane pinned.
Unpin it and it will do what you want.
Houdini Indie and Apprentice » converting points to geo
- BabaJ
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Works fine for me.
Maybe you have a low-end graphics card?, messing with what you see or don't see?
Make sure you have real-time toggled on ( lower right in UI ).
Also in your dopnet1 you might want to reduce the ‘Force Scale’ parameters value and raise the ‘Velocity Smoothing’ parameter on the flipsolver1 node.
Just so that you can see all your points are there - put a null node after your dopnet1.
Now reset your animation to frame 1 and middle mouse the null nodes before and after the dopnet1 node, and run the sim to the last frome doing the same.
You will see the same amount of points - so they aren't dissappearing or missing.
Maybe you have a low-end graphics card?, messing with what you see or don't see?
Make sure you have real-time toggled on ( lower right in UI ).
Also in your dopnet1 you might want to reduce the ‘Force Scale’ parameters value and raise the ‘Velocity Smoothing’ parameter on the flipsolver1 node.
Just so that you can see all your points are there - put a null node after your dopnet1.
Now reset your animation to frame 1 and middle mouse the null nodes before and after the dopnet1 node, and run the sim to the last frome doing the same.
You will see the same amount of points - so they aren't dissappearing or missing.
Edited by BabaJ - Sept. 1, 2018 10:02:00
Houdini Indie and Apprentice » How would u sort these prims?
- BabaJ
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Thanks Aizatulin for the examples…definitley two very useful functions I should ‘play’ with to know better…after some more coffee
Houdini Indie and Apprentice » How would u sort these prims?
- BabaJ
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That's a good example from Aizatulin, better than the one I was going to post.
But it's also a little ‘strange’ to me how it does work. Never used the xyzdist() function.
It seems the x component of the uv represents the normalized portion of the perimeter distance.
And although not used, the actual distance values seem to indicate the function takes a ‘look’ at the wrangle node itself to determine how many prims are being run over and divides that number into the perimeter length - taking into account the angles of the prims sides.
Anyone know if this is sort of what's happening?
But it's also a little ‘strange’ to me how it does work. Never used the xyzdist() function.
It seems the x component of the uv represents the normalized portion of the perimeter distance.
And although not used, the actual distance values seem to indicate the function takes a ‘look’ at the wrangle node itself to determine how many prims are being run over and divides that number into the perimeter length - taking into account the angles of the prims sides.
Anyone know if this is sort of what's happening?
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