You could use the pointvertices() function that returns a list of vertices belonging to the point.
Decide which vertice you want to use and get its attribute with vertex()/vertexattrib() and assign that value to the point with setpointattrib().
Similarly going from point to prims.
Functions list on this page.
http://www.sidefx.com/docs/houdini/vex/functions/index.html [www.sidefx.com]
in the filter box just type point, prim or vert to narrow the search
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Technical Discussion » Q: Attribute wrangle > Attribute promote
- BabaJ
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Technical Discussion » select point in spreadsheet
- BabaJ
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Put down a group node set to points.
In the base group parameter enter manually the points you wish to be highlighted ( what you see in the spreadsheet)
And you can do it in ‘range notation’ instead of individually each number e.g.
1-1200 1248 1276 1300-1425
In the base group parameter enter manually the points you wish to be highlighted ( what you see in the spreadsheet)
And you can do it in ‘range notation’ instead of individually each number e.g.
1-1200 1248 1276 1300-1425
Technical Discussion » Q: Attribute wrangle > Attribute promote
- BabaJ
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Thanks for the comment Tomas…my bad, having a dyslexic moment…
looking at my spreadsheet…confusing @dist with @dist_min or @dist_max.
looking at my spreadsheet…confusing @dist with @dist_min or @dist_max.
Technical Discussion » Q: Attribute wrangle > Attribute promote
- BabaJ
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It is usable, just have to consider the context and adjust the code accordingly.
min and max will only use the range from 0 to the smallest negative number or 0 to largest postive number.
Then the results will make sense:
for a value >= 0 max will be the largest number, while min will be zero.
for a value <= 0 max will be zero and min will be the smallest negative number.
min and max will only use the range from 0 to the smallest negative number or 0 to largest postive number.
Then the results will make sense:
for a value >= 0 max will be the largest number, while min will be zero.
for a value <= 0 max will be zero and min will be the smallest negative number.
Technical Discussion » Copy objects with bias/counting up a value
- BabaJ
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As I said, I won't know how many items there will be beforehand.
Then on your hda establish a user input parameter that establishes however many copies they want, and parameters for which objects the user wants to use.
And in the wrangle use those valuse to create the number of items of the desired objects.
Edited by BabaJ - April 24, 2018 21:55:14
Houdini Lounge » wrangle ? what does it mean?
- BabaJ
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I would think it's the transitive verb definition that makes sense.
https://www.merriam-webster.com/dictionary/wrangle [www.merriam-webster.com]
“to herd and care for (livestock and especially horses) on the range”
but instead of livestock like horses, we are applying the action to the things like points, prims, vertices, etc.
but yeah…in that process one may become intransitive
https://www.merriam-webster.com/dictionary/wrangle [www.merriam-webster.com]
“to herd and care for (livestock and especially horses) on the range”
but instead of livestock like horses, we are applying the action to the things like points, prims, vertices, etc.
but yeah…in that process one may become intransitive
Edited by BabaJ - April 24, 2018 16:36:13
Technical Discussion » For-each loop feedback problem
- BabaJ
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I'm just getting into For-Each loops.
I'm assuming you didn't want to include the large box which looks like you are referencing for the rotates and transforms. (alhtough it could be easily changed to include that as well)
In the green netbox is where I exclude any boxes that overlap each other.( not taking into account the large box ).
And I didn't do any rotates/transforms on the results.
I left the add node in, because I was testing to see if it works with more points(boxes copied too) added.
I'm assuming you didn't want to include the large box which looks like you are referencing for the rotates and transforms. (alhtough it could be easily changed to include that as well)
In the green netbox is where I exclude any boxes that overlap each other.( not taking into account the large box ).
And I didn't do any rotates/transforms on the results.
I left the add node in, because I was testing to see if it works with more points(boxes copied too) added.
Edited by BabaJ - April 24, 2018 16:14:46
Technical Discussion » vex - vector set()
- BabaJ
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It's neither by design or a bug.
Perhaps you could say it is ‘by design’ indirectly;
The curly braces are not a “function” - they are simply part of a syntax structure that we can use in certain contexts, in this case along with the combination of = , and ; characters that allow us to assign values to ‘myVec’.
There's nothing to tell the compiler what foo is or how it should be handled, to do that, we need a simple function;
like say - the set() function, that can handle what foo is.
All you more knowledgeable people out there - please do chime and correct me or rephrase/add to what I've said if wrong.
Perhaps you could say it is ‘by design’ indirectly;
The curly braces are not a “function” - they are simply part of a syntax structure that we can use in certain contexts, in this case along with the combination of = , and ; characters that allow us to assign values to ‘myVec’.
There's nothing to tell the compiler what foo is or how it should be handled, to do that, we need a simple function;
like say - the set() function, that can handle what foo is.
All you more knowledgeable people out there - please do chime and correct me or rephrase/add to what I've said if wrong.
Edited by BabaJ - April 21, 2018 19:42:54
Houdini Indie and Apprentice » Scale Up Geometry When a Point is Created (Copy to Points or Copy Stamp?)
- BabaJ
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Technical Discussion » How do I check if a value is initialised in VEX?
- BabaJ
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Just assign the initial value of y to x but don't do a check for that initial value. Therefore if it happens to be the smallest value - it stays that way.
float x,y;
int Count, length;
for(Count = 0; Count < length; Count++)
{
// some logic that assigns a value to y
if(Count == 0)
{
x = y;
}
if(Count > 0)
{
if( y < x)
{
x = y;
}
}
}
Edited by BabaJ - April 19, 2018 12:40:56
Technical Discussion » delete/dissolve polyline/edge in VEX?
- BabaJ
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The last argument of removeprim() when set to one removes the points of that primitive.(if no other primitive owns the point/s).
If you set it to zero, the points of that primitive are kept, so in your case you will be able to create a new primitive out of the points of your choosing left afterwards.
If you set it to zero, the points of that primitive are kept, so in your case you will be able to create a new primitive out of the points of your choosing left afterwards.
Edited by BabaJ - April 18, 2018 12:22:32
Houdini Indie and Apprentice » How to customize the slider range?
- BabaJ
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I'm assuming your referring to some Houdini node.
You could make your own spare parameter and have the Houdini node reference that.
You could make your own spare parameter and have the Houdini node reference that.
Houdini Indie and Apprentice » how to extrude faces with group?
- BabaJ
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Yeah…should have shown why I seperated them out into groups but didn't really do anything with the work, like animating the extrudes and colorizing them.
Edited by BabaJ - April 18, 2018 04:58:46
Houdini Indie and Apprentice » how to extrude faces with group?
- BabaJ
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The reason I did it that way is because the question was “by group”.
Essentially showing you how by grouping you can achieve unique results per group;
e.i. each group gets its' own polyextrude.
Yes it's complicated if your going to drive them all with the same values, but not if each are individualized.
Could really all be done in a single wrangle node.
Essentially showing you how by grouping you can achieve unique results per group;
e.i. each group gets its' own polyextrude.
Yes it's complicated if your going to drive them all with the same values, but not if each are individualized.
Could really all be done in a single wrangle node.
Houdini Indie and Apprentice » how to extrude faces with group?
- BabaJ
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Not the only way…but I suspect you want to do it with nodes.
Your extrude distance and inset is run by parameters on the “Controls” node.
Your extrude distance and inset is run by parameters on the “Controls” node.
Edited by BabaJ - April 17, 2018 20:10:23
Houdini Indie and Apprentice » VEX removepoint random / Random with percentage probabilities for different results
- BabaJ
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Two things,
removepoint() takes an integer for its' arguments, rand() returns a float between 0 and 1.
removepoint() takes an integer for its' arguments, rand() returns a float between 0 and 1.
int Unique;
Unique = int( rand(1234) * npoints(geoself()) );
removepoint(0, Unique);
Edited by BabaJ - April 15, 2018 09:09:55
Technical Discussion » Boolean Algorithm Puzzlement
- BabaJ
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Actually, I wasn't thinking it was wrong, just wondering why it was doing it the way it was.
Thanks for the explanation.
The cut I have is what I wanted - I didn't realize that by doing a reverse direction on a polyextrude ( which is how object ‘A’ was created )it reverses the normals.
Hence I had some troubles getting the result I wanted.
Yeah B - A is what I wanted - more specifically B - the B that's inside A.
Which I couldn't do with the normals as they were; with the exception of a shatter and manually grouping/deleting.
Thanks for the explanation.
The cut I have is what I wanted - I didn't realize that by doing a reverse direction on a polyextrude ( which is how object ‘A’ was created )it reverses the normals.
Hence I had some troubles getting the result I wanted.
Yeah B - A is what I wanted - more specifically B - the B that's inside A.
Which I couldn't do with the normals as they were; with the exception of a shatter and manually grouping/deleting.
Edited by BabaJ - April 14, 2018 17:14:59
Technical Discussion » Boolean Algorithm Puzzlement
- BabaJ
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Hello,
I was wondering if anyone had any insight into why the particular boolean operation in the attached hip file creates almost double the amount of incoming polygon/primitives.
The boundaries for the subtraction operation seem defined well enough that there doesn't seem to be a need for such a result to happen.
I originaly eliminated the cut part with an output of a ‘apolys’ group and delete but struggled with using Fuse,PolyDoctor and Clean nodes which still never gave satisfactory results.
The simple solution that worked was to take note of the amount of incoming primitives for the b input and afterwards delete anything above that number in a wrangle.
Not sure if in other situations this would work, so just trying here to get better insight into what this boolean node is doing.
I was wondering if anyone had any insight into why the particular boolean operation in the attached hip file creates almost double the amount of incoming polygon/primitives.
The boundaries for the subtraction operation seem defined well enough that there doesn't seem to be a need for such a result to happen.
I originaly eliminated the cut part with an output of a ‘apolys’ group and delete but struggled with using Fuse,PolyDoctor and Clean nodes which still never gave satisfactory results.
The simple solution that worked was to take note of the amount of incoming primitives for the b input and afterwards delete anything above that number in a wrangle.
Not sure if in other situations this would work, so just trying here to get better insight into what this boolean node is doing.
Technical Discussion » Horizontal Network in the network view?
- BabaJ
- 2036 posts
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Just lay out your nodes going horizontal.
Use “alt + click” on wire so you can keep it clean, since wires only go via top/bottom of a node.
One small feature I haven't requested but would be nice is to have a ‘ring’ around all nodes so that wires can go directly in at any angle.
As you like horizontal, I like to be able to lay out my network symbolically/spatially - the network representing the scene layout.
Use “alt + click” on wire so you can keep it clean, since wires only go via top/bottom of a node.
One small feature I haven't requested but would be nice is to have a ‘ring’ around all nodes so that wires can go directly in at any angle.
As you like horizontal, I like to be able to lay out my network symbolically/spatially - the network representing the scene layout.
Houdini Indie and Apprentice » Can I move work from Apprentice into Indie?
- BabaJ
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Pretty sure they still do this - at least they were when I moved from apprentice to Indie 2 years ago.
After the upgrade I believe support will give you a link that allows you to do a one time conversion of your files from nc to lc.
If you want to know for sure just send a message to support to ask.
After the upgrade I believe support will give you a link that allows you to do a one time conversion of your files from nc to lc.
If you want to know for sure just send a message to support to ask.
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