No.
Polygons need a minimum of 3 sides connected in sequence to each other(to be seen as a surface plane). If you 'remove' that edge you are left with only 2 without any connection to each other.
If you set your viewport display to Smooth Shaded you will no longer see that edge.
This is why you might think in other apps they are able to do this, but it's just being hidden from you.
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Technical Discussion » Is it impossible to delete an edge like this?
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- BabaJ
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PDG/TOPs » Python deselectWorkItem() equivalent for selecting
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- BabaJ
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Thanks tpetrick.
Indeed that was 'method' I was looking for (setSelectedWorkItem()).
However, it's a catch 22 to be able to use it.
I have multiple Top Networks, that get accessed outside the Top Networks themselves.
So I created unique attribute names for each Network, e.g. TopNetwork_Name > @pdg_id
I have buttons with callback scripts(On the red null nodes in the example file) that run the python functions in the Python Source Editor.
For testing purposes I split it up into two buttons. The first button(Set Wedge) cooks and outputs the desired work item.
The second button(Set Work Item) I used the setSelectedWorkItem() method to try and select the work item.
However, unless the work item is manually selected, that ID number needed by the method is not available.
Hence the catch 22.
The ID number is actually there when I middle mouse on the work item(but not selecting it) - as I can make note of the number, manually enter that number in the python function and run it - Then it will work.
But that attribute I create of the pdg_id is not available until the work item is selected, so that attribute cannot be passed to the function which in turn does not allow me to use the button(which calls the function) to set the work item as selected.
I've included a scaled down version of my project. The red null nodes is where the button and callback functions reside.
Indeed that was 'method' I was looking for (setSelectedWorkItem()).
However, it's a catch 22 to be able to use it.
I have multiple Top Networks, that get accessed outside the Top Networks themselves.
So I created unique attribute names for each Network, e.g. TopNetwork_Name > @pdg_id
I have buttons with callback scripts(On the red null nodes in the example file) that run the python functions in the Python Source Editor.
For testing purposes I split it up into two buttons. The first button(Set Wedge) cooks and outputs the desired work item.
The second button(Set Work Item) I used the setSelectedWorkItem() method to try and select the work item.
However, unless the work item is manually selected, that ID number needed by the method is not available.
Hence the catch 22.
The ID number is actually there when I middle mouse on the work item(but not selecting it) - as I can make note of the number, manually enter that number in the python function and run it - Then it will work.
But that attribute I create of the pdg_id is not available until the work item is selected, so that attribute cannot be passed to the function which in turn does not allow me to use the button(which calls the function) to set the work item as selected.
I've included a scaled down version of my project. The red null nodes is where the button and callback functions reside.
Edited by BabaJ - 2025年1月16日 11:54:39
Technical Discussion » Channel reference works in reverse?
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- BabaJ
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If you don't want the reverse connection/behaviour,
after making the reference, just right click on the parameter and select lock parameter.
after making the reference, just right click on the parameter and select lock parameter.
Houdini Indie and Apprentice » delete an edge in vex?
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- BabaJ
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You could use the Convert Line SOP then follow with a delete/blast node to remove the primitive(Edge).
Or if you want to follow the Convert Line SOP with a prim vex wrangle you could use the removeprim function 'paying' attention to the andpoints argument for your purposes.
https://www.sidefx.com/docs/houdini/vex/functions/removeprim.html [www.sidefx.com]
Of course if you wanted, you could recreate individual prims(edges) in vex wrangle too.
Or if you want to follow the Convert Line SOP with a prim vex wrangle you could use the removeprim function 'paying' attention to the andpoints argument for your purposes.
https://www.sidefx.com/docs/houdini/vex/functions/removeprim.html [www.sidefx.com]
Of course if you wanted, you could recreate individual prims(edges) in vex wrangle too.
Technical Discussion » How to Automatically Save Different Versions of a File
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- BabaJ
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If you're talking about a .hip file you can go to Edit > Preferences > Save and Load Options > and select Increment Filename.
If you insert a number of zeros preceeded by a . before your .hip then you will retain leading zeroes everytime you save.
e.g. Save your first hip as:
Sponge_v.000.hip
then each consequent save will be:
Sponge_v.001.hip
Sponge_v.002.hip
Sponge_v.003.hip
...
...
Sponge_v.078.hip
Sponge_v.079.hip
If you insert a number of zeros preceeded by a . before your .hip then you will retain leading zeroes everytime you save.
e.g. Save your first hip as:
Sponge_v.000.hip
then each consequent save will be:
Sponge_v.001.hip
Sponge_v.002.hip
Sponge_v.003.hip
...
...
Sponge_v.078.hip
Sponge_v.079.hip
Edited by BabaJ - 2025年1月11日 14:39:07
Solaris and Karma » Treat As Light to show up in Light Linker
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- BabaJ
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Anyone happen to know of a way to have emissive geometry object which is set to treat as light,
show up in the light linker in order to control which objects receive such a light?
Instead of having to do some comp work.
show up in the light linker in order to control which objects receive such a light?
Instead of having to do some comp work.
PDG/TOPs » Python deselectWorkItem() equivalent for selecting
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- BabaJ
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Is there a python function equivalent to the deselectWorkItem()method?
I can't seem to find anything in the docs that might indicate how to get a work item selected without having to manually select it.
I have a top network that outputs a single work item from a Filter by Range node run through an external parm reference.
I can also with python get that Top Nework to output the single work item with pythons cookWorkItems() method.
But can't seem to automate the last step of selecting that work item.
I was thinking of submitting an RFE...but thought I would ask here in case there might already be a python method/function for this that I am unaware of.
I can't seem to find anything in the docs that might indicate how to get a work item selected without having to manually select it.
I have a top network that outputs a single work item from a Filter by Range node run through an external parm reference.
I can also with python get that Top Nework to output the single work item with pythons cookWorkItems() method.
But can't seem to automate the last step of selecting that work item.
I was thinking of submitting an RFE...but thought I would ask here in case there might already be a python method/function for this that I am unaware of.
Technical Discussion » Copernicus importing/ rasterize UDIMS
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- BabaJ
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Technical Discussion » Where to change the $HIP default location on Windows
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- BabaJ
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baszermaszer
Changing HIP to my unique folder is an absolute nightmare horror show. I'm now couple hours in down the rabbit hole chasing ghosts. Apparently Houdini developers wanted to absolutely avoid anyone changing the $HIP variable.
We have 3ds Max: in 10 seconds you set your user project folder easily, then Max saves your work into that folder.
Not Houdini.
You didn't read the second post from the top 'circusmonkey'.
You 'don't' want to change $HIP - It is automatic to whereever you save your .hip.
It allows you to have a flexible $HIP location for each .hip file you create.
What 'you' really want is to change $JOB, which can be done very quickly, just like other 3D software:
https://www.sidefx.com/docs/houdini/basics/project.html [www.sidefx.com]
Houdini Indie and Apprentice » Sweep node folded/twisted face help
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- BabaJ
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It's twisting because your points twist.
Each face(polygon) are made of the 4 points - so if you turn 2 of those points it would naturally twist.
If you want a turn in direction you could add corner square polygon that would allow you to continue the change of direction.
If I missed something in what you are trying to do, just to let you know, two of your images don't have the proper links and are not showing; you could also post a hip file which makes it easier for many to see what you're trying to do and offer different solutions.
Each face(polygon) are made of the 4 points - so if you turn 2 of those points it would naturally twist.
If you want a turn in direction you could add corner square polygon that would allow you to continue the change of direction.
If I missed something in what you are trying to do, just to let you know, two of your images don't have the proper links and are not showing; you could also post a hip file which makes it easier for many to see what you're trying to do and offer different solutions.
Edited by BabaJ - 2024年11月26日 16:00:51
Technical Discussion » Curves with multi prims: How to combine to single prim?
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- BabaJ
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Maybe provide a hip...something is 'odd' about that.
I routinely use the Join SOP and haven't as of yet run into the issue you have.
It always 'works' for my situations.
I routinely use the Join SOP and haven't as of yet run into the issue you have.
It always 'works' for my situations.
Technical Discussion » Could someone help to sort a bunch of curves procedurally?
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- BabaJ
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You could create an attribute based on the points UV on its' prim with the vex function xyzdist()....and use that attribute in a sort SOP.
Technical Discussion » problem with creating new geometry overlaying old/original
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- BabaJ
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Dougie0047
Ok,so basically we cannot do any generation from scratch in points, prims, or vertex modes.
You can (based on what you said in your original post that you don't want to delete the 'original').
Before you do your 'from scratch/based on existing points/prim operation' in a wrangle, name the originals prior to the wrangle as a group like 'group_preoperation' or something.
Then running over pts/prims as you desire, in the group parameter box of the wrangle put that group name 'group_preoperation'.
Then whatever new geo you create assign it a different group name like 'group_applied_operation'.
You now have the two sets which can easily be 'split' up independantly downstream of your choice and nothing has been deleted.
Edited by BabaJ - 2024年11月13日 17:49:18
Technical Discussion » How to draw curve in cplane?
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- BabaJ
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Interesting...only have 19.5 open when I tried myself. It seems having your view(home) set to cplane with the sops projection to Screen Plane it will only draw parallel to the cplane going through global center.
However, if I use the curve sop, with grid snapping I can draw on any custum plane.
However, if I use the curve sop, with grid snapping I can draw on any custum plane.
Houdini Indie and Apprentice » Why is MPM not working as seen online?
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- BabaJ
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Nikodim Fomich
Even with SideFX setups.
I was going to suggest looking at some peoples tutorials and/or even SideFXs ones then take it from there(meaning start with someone elses then modify).
However, as I quoted what you said at the top....this does seem odd.
Maybe pick a specific SideFX setup and post from there to compare with others outputs/results?
Houdini Indie and Apprentice » Why is MPM not working as seen online?
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- BabaJ
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Nikodim Fomich
This is the worst solver so far IMO because it doesnt work.
Depends on what you are trying to use it for and how you are doing that too.
I only have 64GB and mediocre video card too.
MPM worked perfectly for my purposes. And was pretty snappy too.
Technical Discussion » Vex smooth() function how to use it
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- BabaJ
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https://www.sidefx.com/docs/houdini/vex/functions/smooth.html [www.sidefx.com]
I'm wondering if you need to assign the result of your fit function first before referencing the 'return' of the fit funtion.
Or cast the return of fit as a float(within the Smooth)?
Without the cast of fit, is the smooth function treating the return of the fit function as an integer (rounded down to zero)?
Sometimes vex functions don't play well with other embedded functions as arguments.
Computes a number between zero and one. Returns 0 if the amount passed in is less than or equal to value1, 1 if the amount is greater than or equal to value2.
I'm wondering if you need to assign the result of your fit function first before referencing the 'return' of the fit funtion.
Or cast the return of fit as a float(within the Smooth)?
Without the cast of fit, is the smooth function treating the return of the fit function as an integer (rounded down to zero)?
Sometimes vex functions don't play well with other embedded functions as arguments.
Edited by BabaJ - 2024年11月9日 16:09:39
Technical Discussion » VEX String: add space after each 3 letters?
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- BabaJ
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Submitted - BUG #142040.
To review vex function web help page.
Update and review tags for all functions.
e.g. re_find() function - listed under strings section when filter drop down set to 'All tags' : But not listed under strings section when filter drop down set to strings(#of).
To review vex function web help page.
Update and review tags for all functions.
e.g. re_find() function - listed under strings section when filter drop down set to 'All tags' : But not listed under strings section when filter drop down set to strings(#of).
Houdini Indie and Apprentice » Sort points by row
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- BabaJ
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Labs Sort node maybe set to Circular(Around Vector)or by Attribute - but depends on how you set up creating your points too and how you want to connect.
Edited by BabaJ - 2024年10月30日 12:49:58
Houdini Indie and Apprentice » Help on mud simulation
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- BabaJ
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It looks like you might have to do a combination of things.
This latest mpm video tutorial may help in part of your process;
https://www.sidefx.com/tutorials/mpm-fundamentals/ [www.sidefx.com]
This latest mpm video tutorial may help in part of your process;
https://www.sidefx.com/tutorials/mpm-fundamentals/ [www.sidefx.com]
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