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Technical Discussion » vex problem with initializing a funtion
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- Follyx
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Technical Discussion » vex problem with initializing a funtion
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- Follyx
- 237 posts
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Hi the following code gives me an error and I dont know why. Please could you hava a look at it?
the marked problem
is on (sometimes after) the first quantity clamp.
sometimes I had the same problem elsewhere. No Idea whats going on with this code.
the marked problem
Error Invalid source /obj/sphere_object1/attribwrangle1/attribvop1 Error: Syntax error, unexpected identifier, expecting ')'. (1,46). Warning Syntax error, unexpected identifier, expecting ')'. (1,46)
is on (sometimes after) the first quantity clamp.
sometimes I had the same problem elsewhere. No Idea whats going on with this code.
// Define the infection solver function float infectionSolver(float infection, float timeStep, float diffusion, float decay, int maxIterations) { float delta = 1.0 / float(maxIterations); float infected = 0; for(int i = 0; i < maxIterations; i++) { float diffusionTerm = diffusion * (infected - infection); float decayTerm = decay * infected; infected += timeStep * (diffusionTerm - decayTerm); infected = clamp(infected, 0, 1); if(infected >= 1) break; } return infected; } float rad; float mid; vector startcol; vector endcol; vector center; float timestep; float diffusion; float decay; int maxiter; rad = chf("Radius"); mid = chf("Midpoint"); startcol = chv("StartColor"); endcol = chv("EndColor"); center = chv("Center"); timestep = chf("TimeStep"); diffusion = chf("Diffusion"); decay = chf("Decay"); maxiter = chi("MaxIterations"); // Create the user interface createDialog("Radial Gradient Fading", "Apply", "Cancel", "Reset", "Radius", "float", itoa(rad), "float", 0, 100, "Midpoint", "float", itoa(mid), "float", 0, 1, "Start Color", "color", sprintf("{%g,%g,%g}", startcol.x, startcol.y, startcol.z), "", "End Color", "color", sprintf("{%g,%g,%g}", endcol.x, endcol.y, endcol.z), "", "Center", "xyz", sprintf("{%g,%g,%g}", center.x, center.y, center.z), "", "Time Step", "float", itoa(timestep), "float", 0, 1, "Diffusion", "float", itoa(diffusion), "float", 0, 1, "Decay", "float", itoa(decay), "float", 0, 1, "Max Iterations", "int", itoa(maxiter), "int", 1, 1000 ); // Define the start and end colors vector startColor = startcol; // red vector endColor = endcol; // cyan // Define the gradient center and radius vector gradientCenter = center; float gradientRadius = rad; // Iterate over each point in the geometry foreach(int pt; 0:numpt(0)-1) { // Calculate the position of the current point vector pos = point(0, "P", pt); // Calculate the distance of the current point from the gradient center float distance = length(pos - gradientCenter); // Calculate the ratio of the current distance to the radius float ratio = clamp((distance - mid * gradientRadius) / (1 - mid) / gradientRadius, 0, 1); // Use the infection solver to fade out the gradient based on the current ratio float infection = 1 - ratio; float infected = infectionSolver(infection, timestep, diffusion, decay, maxiter); // Interpolate the color between the start and end colors based on the infected value vector color = lerp(startColor, endColor, infected); // Set the color of the current point setpointattrib(0, "Cd", pt, color); }
Image Not Found
Edited by Follyx - 2023年3月12日 10:38:03
Houdini Lounge » HDA node coloring
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- Follyx
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how to set the default resistant color (i.e. blue) of a HDA node? ANd no, I dont want ot colorize it via the colorchooser to change it after creation. Dont find anything in the type properties of the hda..
thanks in advance
thanks in advance
Edited by Follyx - 2022年3月16日 11:01:13
Houdini Lounge » layout ramp parameter
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- Follyx
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hm, ok, thank you both. Mainly I ment to fit the window or resize a prior defined aerea.
Houdini Lounge » sceneview
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- Follyx
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well, tumbling is on of the once things wich always work. I.e. a POP, delete it but the particles still remain in the viewport.
Mainly the visualizations sucks. Ie. no normals or custom viz. are visible or update correctly.
Mainly the visualizations sucks. Ie. no normals or custom viz. are visible or update correctly.
Edited by Follyx - 2022年2月18日 03:27:39
Houdini Lounge » sceneview
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- Follyx
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is there a shortcut to defreeze the sceneviewport? Not really seldom the sceneviewport dont update anymore. The once solulution for me is to open another, new scene view. Driver and everything else is up to date. Is there a small trick for that problem? I dont think thats just me...
Houdini Lounge » layout ramp parameter
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- Follyx
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isnt it possible to layout the rampeditor window? Similiar to the channeleditor? space h, or the alt right mouse button dolly?
Edited by Follyx - 2022年2月17日 06:58:47
Houdini Lounge » i.e. selected point highlighted in the geometry spreadsheet
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- Follyx
- 237 posts
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Funny, this time it works (the vop) on my side...
Anyway. Meanwhile everthing works like it should...
Anyway. Meanwhile everthing works like it should...

Edited by Follyx - 2022年1月21日 10:34:02
Houdini Lounge » forces in dop spreadsheet
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- Follyx
- 237 posts
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the force rubrik in the geometry spreadsheet in a DOP dont show me the actual score of my forces. How could I diyplay them in this case?
Happy Xmas and stay healthy
Happy Xmas and stay healthy
Technical Discussion » vellum breaking threshold in prior HOU versions
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- Follyx
- 237 posts
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The breaking threshold in a vellum stitch constraint (and/or in a vellumconstraint property inside the vellum solver) is in the same "range" as in prior versions, is it?
I do an older tutorial (v.17.5) in v.19 and i.e. in there the breaking threshold is set to 1 while in my version I have to pump it up to 150.
The dimensions of the objects are the same in the tutorial and in my file. Does anyone knows if SFX has changed the "scaling" in some Attributes accordingly to prior versions? Or something similar...
And in some vellum contstraints the @stress in the geoetrySpreadsheet is much higher than the breaking threshold and they still dont break (same in the vellum constraint sop -> break and (see above) in a constraint property inside the vellum solver).
Why is that?
Any suggestions?
v.19.0383
I do an older tutorial (v.17.5) in v.19 and i.e. in there the breaking threshold is set to 1 while in my version I have to pump it up to 150.
The dimensions of the objects are the same in the tutorial and in my file. Does anyone knows if SFX has changed the "scaling" in some Attributes accordingly to prior versions? Or something similar...
And in some vellum contstraints the @stress in the geoetrySpreadsheet is much higher than the breaking threshold and they still dont break (same in the vellum constraint sop -> break and (see above) in a constraint property inside the vellum solver).
Why is that?
Any suggestions?
v.19.0383
Houdini Lounge » i.e. selected point highlighted in the geometry spreadsheet
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- Follyx
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hm, ok. seems to work if I select the point first. Selecting the point in the spreadsheet dont activate the counterpart in the viewport...
Houdini Lounge » i.e. selected point highlighted in the geometry spreadsheet
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- Follyx
- 237 posts
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19.0.383
never recognized that before but is it normal if I select a point in the viewport its counterpart in the geospreadsheet isnt highlighted and vice versa? Or do I just miss a setting anywhere?
never recognized that before but is it normal if I select a point in the viewport its counterpart in the geospreadsheet isnt highlighted and vice versa? Or do I just miss a setting anywhere?
Houdini Lounge » wired viewport errormessage and no object display....
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- Follyx
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whats that? never saw that before:
on my diyplay option toolbar is a big red dot with the message:
ERROR: (material/GL32/beauty_primvertnorm_lit.prog) GLSL Shader failed to compile.
and nothin is diaplayed on the scene view. Already reinstalled HOU 18.5.496 but nothing...
Any Ideas?
And of course I have to finish a job today.... :-(
edit: installed the newest nvidia driver (496.13) before and I think thats the problem. reinstalled an older version (471.68) of the driver and it work again... wired...
Despite this would be a hint great...
on my diyplay option toolbar is a big red dot with the message:
ERROR: (material/GL32/beauty_primvertnorm_lit.prog) GLSL Shader failed to compile.
and nothin is diaplayed on the scene view. Already reinstalled HOU 18.5.496 but nothing...
Any Ideas?
And of course I have to finish a job today.... :-(
edit: installed the newest nvidia driver (496.13) before and I think thats the problem. reinstalled an older version (471.68) of the driver and it work again... wired...
Despite this would be a hint great...
Edited by Follyx - 2021年10月15日 06:20:53
Technical Discussion » unifiying normals
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- Follyx
- 237 posts
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whats the best way to get unified normals and polygons from an imported alembic?
Please see the hip.
Please see the hip.
Houdini Lounge » Recent file list
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- Follyx
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Houdini Lounge » VEX: reading normals
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- Follyx
- 237 posts
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Houdini Lounge » VEX: reading normals
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- Follyx
- 237 posts
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@jsmack: there are no stupid questions, just answers ;-)
Anyway I want to read the normals via a point attribute and assign it to an vector attribute. Easy I thought. And sorry for the typo: last line I should write v@normal1.
Background: existing object with changing normals wich I have to use for further coding
Anyway I want to read the normals via a point attribute and assign it to an vector attribute. Easy I thought. And sorry for the typo: last line I should write v@normal1.
Background: existing object with changing normals wich I have to use for further coding
Houdini Lounge » VEX: reading normals
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- Follyx
- 237 posts
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Hi,
found an intersting (for me) thing (a really simple one but I'm stuck.
Reading the point normals via
shoudnt be normal1 the same as N? I get normal1 = {0,0,0} in the spreadsheet.
And no, I can not use @normal1 = @N.
found an intersting (for me) thing (a really simple one but I'm stuck.
Reading the point normals via
@N; // dont know if the normals are anyhow, anywhere basically existent. Neccessary? vector normal1 = point(0,"N", @ptnum); v@normal;
shoudnt be normal1 the same as N? I get normal1 = {0,0,0} in the spreadsheet.
And no, I can not use @normal1 = @N.
Edited by Follyx - 2021年5月16日 14:22:18
Houdini Lounge » grains in viewport
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- Follyx
- 237 posts
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want to setup a grain sim but my grains are not shaded correctly in the viewport. Any suggestions? They are just points...
Thanks for any advice.Its just the object and a vellum configure grain node.
Stay healthy.
Thanks for any advice.Its just the object and a vellum configure grain node.
Stay healthy.
Edited by Follyx - 2021年5月6日 06:07:08
Technical Discussion » wired DOP problem...
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- Follyx
- 237 posts
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Also your setup is straightforward and pretty standard, I want to go with hardconstraints for learning purposes. Nevertheless a good answer ;-)
The first problem in my setup is that the bendend object tend to go back to its initial state. I grabbed the initial constraint, copy the primintrinsic "packedfulltransform" - the transfomationmatrix from the packed pieces onto it. In my sugggestion the sopsolver should send it to the rbd solver for the next step. So it should bend more and more. Unfortunately it goes back into its original position. Like there wouldnt be a sosolver and/or the constraints are totally wired. Why the constraints are bending back to its original position instead to bend more and more. If the last state of the constraints is the maximium bend state and the new origin constraints are already bent (this one I changed with the copied transforms from the bended geo), from where the rbd solver get its information to use other constraint states instead of the new initial state?
The first problem in my setup is that the bendend object tend to go back to its initial state. I grabbed the initial constraint, copy the primintrinsic "packedfulltransform" - the transfomationmatrix from the packed pieces onto it. In my sugggestion the sopsolver should send it to the rbd solver for the next step. So it should bend more and more. Unfortunately it goes back into its original position. Like there wouldnt be a sosolver and/or the constraints are totally wired. Why the constraints are bending back to its original position instead to bend more and more. If the last state of the constraints is the maximium bend state and the new origin constraints are already bent (this one I changed with the copied transforms from the bended geo), from where the rbd solver get its information to use other constraint states instead of the new initial state?
Edited by Follyx - 2021年5月4日 03:52:12
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