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Technical Discussion » Animation Editor // unusual behavior
- Hatchery
- 139 posts
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Technical Discussion » VEX - Array question
- Hatchery
- 139 posts
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Ah of course, it did feel like I was over complicating it
Thank you for that very much appreciated
Thank you for that very much appreciated
Technical Discussion » VEX - Array question
- Hatchery
- 139 posts
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Hello-
I'm procedurally creating an array - for the sake of the example let's say:
int a={0,4,4,10}
From this I want to create a new array that is populated with the current element from a, plus the previous element from the new array - if element 0 there would be no addition and its populated like-for-like.
so in the example:
so:
newArray = {0,4,8,18}
My understanding is i cant do this inside a single vex for-loop in an attribute wrangle because newArray doesn't exist to access the previous value until the full loop is complete?
As a workaround I've instead used a For-Loop with feedback node and created the array on each iteration - My question - is this the only way/best to do it or am I missing something obvious?
Thank you.
I'm procedurally creating an array - for the sake of the example let's say:
int a={0,4,4,10}
From this I want to create a new array that is populated with the current element from a, plus the previous element from the new array - if element 0 there would be no addition and its populated like-for-like.
so in the example:
0 = 0 (a[0]) 1 = 4 (a[1]+newArray[0]) 2 = 8 (a[2]+newArray[1]) 3 = 18 (a[3]+newArray[2])
so:
newArray = {0,4,8,18}
My understanding is i cant do this inside a single vex for-loop in an attribute wrangle because newArray doesn't exist to access the previous value until the full loop is complete?
As a workaround I've instead used a For-Loop with feedback node and created the array on each iteration - My question - is this the only way/best to do it or am I missing something obvious?
Thank you.
Edited by Hatchery - 2024年10月30日 05:54:42
Technical Discussion » NodeSelector - Adding more inputs
- Hatchery
- 139 posts
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Technical Discussion » NodeSelector - Adding more inputs
- Hatchery
- 139 posts
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Technical Discussion » NodeSelector - Adding more inputs
- Hatchery
- 139 posts
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Hello - Is there a way to add more that 8 node inputs to the Node Selector (Mat context node)
I'm trying to create a single material network but need to switch between many actual image inputs.
Thanks
I'm trying to create a single material network but need to switch between many actual image inputs.
Thanks
Technical Discussion » Grouping of interconnected points on a Geo
- Hatchery
- 139 posts
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Technical Discussion » Grouping of interconnected points on a Geo
- Hatchery
- 139 posts
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You might want to provide and example of what you are trying to do. Also do you actually mean vertex or point. If new then the way houdini deals with all this is slightly different to other 3D apps - This explains quite nicely - https://www.tokeru.com/cgwiki/Points_and_Verts_and_Prims#Shadesails_and_verts_and_prims [www.tokeru.com]
Technical Discussion » Threadripper vs AMD Epyk
- Hatchery
- 139 posts
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Not 100% but my understanding is that the threadrippers had a higher clock speed, so whilst over multicore the Epyc would be faster, only if the task was 100% optimised for multithreading, and im not sure FLIP is?? I mean i know it is multithreaded but are there diminishing returns over a certain number of threads?
Edited by Hatchery - 2023年9月28日 09:26:23
Houdini Lounge » What's your favorite
- Hatchery
- 139 posts
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With all the excitement about H20 and what might or might not be added, i just thought it would be interesting to see what peoples existing favourite nodes, or bits of functionality were in Houdini?
I think my favourite node is probably the MatchSize [www.sidefx.com] node... I’d encourage anyone doing procedural work to have a good play with it. Very powerful... have used it to great time saving effect recently on a project where i needed to layout a complex group of products but then be able to swap the model of an element and everything else move accordingly
Also in recent month I’ve really started using TOPS more and more, particularly wedging to explore alternatives. Using it to automate render tasks etc..
https://www.sidefx.com/tutorials/pdg-for-design-work-pt-1-the-basics/ [www.sidefx.com]
I think my favourite node is probably the MatchSize [www.sidefx.com] node... I’d encourage anyone doing procedural work to have a good play with it. Very powerful... have used it to great time saving effect recently on a project where i needed to layout a complex group of products but then be able to swap the model of an element and everything else move accordingly
Also in recent month I’ve really started using TOPS more and more, particularly wedging to explore alternatives. Using it to automate render tasks etc..
https://www.sidefx.com/tutorials/pdg-for-design-work-pt-1-the-basics/ [www.sidefx.com]
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- Hatchery
- 139 posts
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Did you set the v@initpos? if not that will be 0,0,0 and so all points will have moved.
Attached a very crude example of it.
Attached a very crude example of it.
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- Hatchery
- 139 posts
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yeah thats no problem, i think what eaniix quite rightly pointed out is you need to run over points but then assign to the group on the prims so i think this should do the job.
if(v@P != v@initpos){ int prims[] = pointprims(0,@ptnum); foreach(int i; prims){ setprimgroup(0,'activeGroup',i,1,'set'); } }else{ setprimgroup(0,'activeGroup',@ptnum,0,'set'); }
Edited by Hatchery - 2023年8月31日 03:57:28
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- Hatchery
- 139 posts
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Would it work if you were just checking if they have a velocity above 0, or a certain value? assuming your other pieces do actually have no velocity.
Edited by Hatchery - 2023年8月30日 03:48:23
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- Hatchery
- 139 posts
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ah okay so you need to change it to: i@group_activeGroup = 1;
The previous thing was just assiging an attribute not a group.
i@group_activeGroup = 0;
if(v@P != v@initpos)
{
i@group_activeGroup = 1;
}
else
{
i@group_activeGroup = 0;
}
The previous thing was just assiging an attribute not a group.
i@group_activeGroup = 0;
if(v@P != v@initpos)
{
i@group_activeGroup = 1;
}
else
{
i@group_activeGroup = 0;
}
Houdini Indie and Apprentice » If Statement error - Trying to create a group
- Hatchery
- 139 posts
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Does it just need the 'i' before the @ - and might be worth being explicit on the v@ too
i@activeGroup = 0;
if(v@P != v@initpos)
{
i@activeGroup = 1;
}
else
{
i@activeGroup = 0;
}
i@activeGroup = 0;
if(v@P != v@initpos)
{
i@activeGroup = 1;
}
else
{
i@activeGroup = 0;
}
Houdini Indie and Apprentice » Sorting issue..
- Hatchery
- 139 posts
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Hello - Not quite sure if this is what you mean but if you drop down a 'Polypath' then a 'Sort' and sort by vertex order, each of the connected prims will then have pt counts that are sequential along the path.
Houdini Lounge » Houdini 20 Rumors
- Hatchery
- 139 posts
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I just want them to release it so we can shut this thread down - I know, i know, just stop looking at this thread! but its so damn addictive looking for those tantalizing teasers
Technical Discussion » Geometry Basics
- Hatchery
- 139 posts
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This really help me get my head around it when i made the swap from max to houdini - https://www.tokeru.com/cgwiki/Points_and_Verts_and_Prims#Shadesails_and_verts_and_prims [www.tokeru.com]
Houdini Lounge » Houdini 20 Rumors
- Hatchery
- 139 posts
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I really like the UI. I think the UX is great once once you get used to it... its a 3D framework not a typical 3D app. Yes of course there's bound to be room for incremental improvement, however as an ex 3DS Maxer one thing that infurated me about their development cycle was the constant messing with UI in a way that seem to be used to distract from a slow feature upgrade path. Houdini jumps leaps and bounds with each release.
Technical Discussion » Advice with Houdini Workstation build
- Hatchery
- 139 posts
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Personally -
7950x (16 cores - 32 threads) and most productivity reviews put it amongst the better ones. I think 3d is very much a mix of single threaded and multi threded operations so getting a high base/boost clock will certainly help.
Id probably want to go for more RAM, 64GB min really.
GPU wise, yeah 2 x 4090s sounds amazing... ive never used more that one so cant comment on how well they play together with rendering etc... I'd go for the higher end build versions such as ASUS Strix or MSI Suprim, all that rendering/ full load could take its toll on the cheaper end of parts.
I know ECC and Xeon are 'better' workstation grade parts but never really been overly sure on how much of that is really warrented for day-to-day productivity work.
7950x (16 cores - 32 threads) and most productivity reviews put it amongst the better ones. I think 3d is very much a mix of single threaded and multi threded operations so getting a high base/boost clock will certainly help.
Id probably want to go for more RAM, 64GB min really.
GPU wise, yeah 2 x 4090s sounds amazing... ive never used more that one so cant comment on how well they play together with rendering etc... I'd go for the higher end build versions such as ASUS Strix or MSI Suprim, all that rendering/ full load could take its toll on the cheaper end of parts.
I know ECC and Xeon are 'better' workstation grade parts but never really been overly sure on how much of that is really warrented for day-to-day productivity work.
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