…It's odd.
When I uncheck "update point normals", I don't have any normals at the fuse node, but I had some before that node. …and when I add a wrangle before the fuse with:
v@myN = @N;
…and no wrangle after the fuse, it fixes the problem. It's like it's magically using @myN.
Ohw well, it works…
-Olivier
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Houdini Indie and Apprentice » fuse (consolidate) but keep normals?
- olivierth
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Houdini Indie and Apprentice » fuse (consolidate) but keep normals?
- olivierth
- 1010 posts
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Houdini Indie and Apprentice » copy to point normals are good but the direction is bad...
- olivierth
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Houdini Indie and Apprentice » copy to point normals are good but the direction is bad...
- olivierth
- 1010 posts
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Hi!
I'm making the roof of a house and I'm using copy to point to place the shingles. The normals of the points are facing away from the surface but the direction around that normal can be wrong on some surface.
How can I tell houdini to use the up vector to decide how to rotate around that normal?
Thanks.
-Olivier
I'm making the roof of a house and I'm using copy to point to place the shingles. The normals of the points are facing away from the surface but the direction around that normal can be wrong on some surface.
How can I tell houdini to use the up vector to decide how to rotate around that normal?
Thanks.
-Olivier
Houdini Indie and Apprentice » fuse (consolidate) but keep normals?
- olivierth
- 1010 posts
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Hi!
I'm fusing points that are perfectly at the same place. Before I fuse them, they all have perfect precious normals but I lose them because of the fuse (consolidate).
Is it possible to keep an average normal of the fused points? Or keep the normals from one of the fused points (that would work for me).
Thanks!
-Olivier
I'm fusing points that are perfectly at the same place. Before I fuse them, they all have perfect precious normals but I lose them because of the fuse (consolidate).
Is it possible to keep an average normal of the fused points? Or keep the normals from one of the fused points (that would work for me).
Thanks!
-Olivier
Houdini Indie and Apprentice » How to use BBox from a geo to drive size of another geo
- olivierth
- 1010 posts
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Hi!
I'm making a window and I would like the side borders (sweeps) to drive the size X of the bottom sill. I don't get how to…
I tried putting a wrangle after the sweep with:
f@myBBox = relbbox(0, @P).x;
but I don't know how to use this attribute to affect the bottom sill' size X (in parallel to the wrangle…)
Any help?
-Olivier
I'm making a window and I would like the side borders (sweeps) to drive the size X of the bottom sill. I don't get how to…
I tried putting a wrangle after the sweep with:
f@myBBox = relbbox(0, @P).x;
but I don't know how to use this attribute to affect the bottom sill' size X (in parallel to the wrangle…)
Any help?
-Olivier
Houdini Indie and Apprentice » Add leaves to curves ends
- olivierth
- 1010 posts
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Works nicely!
Now, I'll try to fully comprehend this. I guess the one thing I really don't get is the “==”.
Thanks for your help!!
-Olivier
Now, I'll try to fully comprehend this. I guess the one thing I really don't get is the “==”.
Thanks for your help!!
-Olivier
Houdini Indie and Apprentice » Add leaves to curves ends
- olivierth
- 1010 posts
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Hi!
I followed an entagma tutorial on growing vines. I would like to know how to use VEX to:
a: find all the biggest ptnum of each curve
b: group them so I can use the copy sop on that group (I never learned how to group an integer list)
Thanks!
-Olivier
I followed an entagma tutorial on growing vines. I would like to know how to use VEX to:
a: find all the biggest ptnum of each curve
b: group them so I can use the copy sop on that group (I never learned how to group an integer list)
Thanks!
-Olivier
Houdini Indie and Apprentice » curve a line with vex ramp: how?
- olivierth
- 1010 posts
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Ahhh!! so I need to remove the @
float grad = @ptnum/(@numpt-1.0);
@Cd = 0;
@Cd.g = grad;
Ok! I'll use that whenever I can!
Thanks!
-Olivier
float grad = @ptnum/(@numpt-1.0);
@Cd = 0;
@Cd.g = grad;
Ok! I'll use that whenever I can!
Thanks!
-Olivier
Houdini Indie and Apprentice » Vex: how to use UVs to affect anything?
- olivierth
- 1010 posts
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ok!
That was a very interesting read. (the bottom part gave me nausea…)
So an attribute promote to get the uv info from vertex onto points does the trick!
Thanks for the enlightenment!
-Olivier
That was a very interesting read. (the bottom part gave me nausea…)
So an attribute promote to get the uv info from vertex onto points does the trick!
Thanks for the enlightenment!
-Olivier
Houdini Indie and Apprentice » curve a line with vex ramp: how?
- olivierth
- 1010 posts
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Ok, so, in other words, if I don't need this info later (after my attribwrangle), I should use float myvalue, but if I need it later, f@myvalue ?
I had a line with a gradient done with f@ and I changed it for float but the line is now black. I don't get it… can't you tell me what I'm doing wrong?
float grad = @ptnum/(@numpt-1.0);
@Cd = 0;
@Cd.g = @grad;
Thanks.
-Olivier
I had a line with a gradient done with f@ and I changed it for float but the line is now black. I don't get it… can't you tell me what I'm doing wrong?
float grad = @ptnum/(@numpt-1.0);
@Cd = 0;
@Cd.g = @grad;
Thanks.
-Olivier
Houdini Indie and Apprentice » Vex: how to use UVs to affect anything?
- olivierth
- 1010 posts
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Hi!
I'm exploring possibilities and I would like to know if there's a ways to get the UV values to change @P or @Cd, etc.
Thanks!
-Olivier
I'm exploring possibilities and I would like to know if there's a ways to get the UV values to change @P or @Cd, etc.
Thanks!
-Olivier
Houdini Indie and Apprentice » VEX bias function?
- olivierth
- 1010 posts
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Works nicely!
Sadly, stamping the gamma value is slower than I expected. Oh well!
Thanks anyway!
-Olivier
Sadly, stamping the gamma value is slower than I expected. Oh well!
Thanks anyway!
-Olivier
Houdini Indie and Apprentice » replace each edges by box?
- olivierth
- 1010 posts
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Wow!
I'm looking at the gif and it looks exactly like what I'm going for. This opens up a lot of possibilities!!
Thanks for helping me again as you've done in the past, I really appreciate your input!
Thanks tamte! I just want to use it for modeling purposes but I'll keep that in mind.
-Olivier
I'm looking at the gif and it looks exactly like what I'm going for. This opens up a lot of possibilities!!
Thanks for helping me again as you've done in the past, I really appreciate your input!
Thanks tamte! I just want to use it for modeling purposes but I'll keep that in mind.
-Olivier
Houdini Indie and Apprentice » replace each edges by box?
- olivierth
- 1010 posts
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Hi,
I was wondering if it's possible to have boxes (or any geo) placed at each edge of a curve (scaled so it fits from one point to the next. That way, I could replace those boxes with any hand-modeled geo that I want.
Any ideas?
Thanks!
-Olivier aka super-noob
I was wondering if it's possible to have boxes (or any geo) placed at each edge of a curve (scaled so it fits from one point to the next. That way, I could replace those boxes with any hand-modeled geo that I want.
Any ideas?
Thanks!
-Olivier aka super-noob
Houdini Indie and Apprentice » VEX bias function?
- olivierth
- 1010 posts
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mestela: Thanks for the example but I was looking for a simple float value that I would stamp later on.
jsmack: I have no idea what you are talking about. Don't forget I'm a super noob in houdini. I just started.
fuos: Thanks! Your example sounds like what I'm looking for. I'll check it out as soon as I can.
-Olivier aka super-noob
jsmack: I have no idea what you are talking about. Don't forget I'm a super noob in houdini. I just started.
fuos: Thanks! Your example sounds like what I'm looking for. I'll check it out as soon as I can.
-Olivier aka super-noob
Houdini Indie and Apprentice » VEX bias function?
- olivierth
- 1010 posts
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I tried the result = amount / ( ((1/value) - 2) * (1 - amount) + 1); but the curve is not what I'm looking for. Actually, I'd like something that looks more like a gamma curve. I thought bias would give the same result but it doesn't.
-Olivier
-Olivier
Houdini Indie and Apprentice » VEX bias function?
- olivierth
- 1010 posts
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Hi! I'm trying to bias a gradient in VEX.
I've checked the bias node in a vop to see its vex code and it looks like this:
bias = vop_bias(age1, 0.5);
But when I type bias in vex, nothing magical happens… it doesn't seam to recognize bias as a function.
(I'm very new to VEX)
-Olivier
I've checked the bias node in a vop to see its vex code and it looks like this:
bias = vop_bias(age1, 0.5);
But when I type bias in vex, nothing magical happens… it doesn't seam to recognize bias as a function.
(I'm very new to VEX)
-Olivier
Houdini Indie and Apprentice » curve a line with vex ramp: how?
- olivierth
- 1010 posts
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Ahh! ok ok.
finally wrapped my head around it (I think). I fixed it with:
f@grad = @ptnum/(@numpt*1.0);
@P.y = chramp(“fuckinramp”, @grad);
I didn't get that the second input for the chramp had to be a gradient that I input to begin with.
By the way, what's the difference between f@grad and float grad ? I've seen people define a float with float myvalue before…
finally wrapped my head around it (I think). I fixed it with:
f@grad = @ptnum/(@numpt*1.0);
@P.y = chramp(“fuckinramp”, @grad);
I didn't get that the second input for the chramp had to be a gradient that I input to begin with.
By the way, what's the difference between f@grad and float grad ? I've seen people define a float with float myvalue before…
Houdini Indie and Apprentice » curve a line with vex ramp: how?
- olivierth
- 1010 posts
- Offline
Hi!
I've got a line on x with a bunch of points. I wanted to make that line curve upward by using a ramp in the Attribute Wrangle.
I'm trying to use the chramp function to modify the position Y but I don't know how to use it. I was trying:
chramp(“curve”, @P.y);
But nothing happens. I'm new to Vex.
-Olivier
I've got a line on x with a bunch of points. I wanted to make that line curve upward by using a ramp in the Attribute Wrangle.
I'm trying to use the chramp function to modify the position Y but I don't know how to use it. I was trying:
chramp(“curve”, @P.y);
But nothing happens. I'm new to Vex.
-Olivier
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