Roger WellardOK, I get it. Big thanks for the explanationbao007feiThe dive target of a node defines where you want the user to land when you go into a node.
The icon is a lifebuoy?
You can find the dive taget section in the node tab of an HDA. You use it so that users can "dive" straight to editable / useful nodes with in a network, making tools a little easier to use.
I imagine that the lifebuoy icon has some relation the the act of "diving" down a network, but that is only a guess.
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Technical Discussion » what does the green icon mean?
- bao007fei
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Technical Discussion » what does the green icon mean?
- bao007fei
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Thanks for the info. Does it mean something in the subnetwork? The icon is a lifebuoy?
Technical Discussion » what does the green icon mean?
- bao007fei
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Technical Discussion » How to use python code in Font node?
- bao007fei
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Hey guys The example node works like a charm with the purple text field. How to do that? (My Change language to python button is greyed out)
Edited by bao007fei - 2022年3月20日 10:51:35
Technical Discussion » Why Distance VDB and Fog VDB have different appearances?
- bao007fei
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As they are both describing the same volume thing but in different ways(One with signed distance, another with density).
Then why Houdini render them differently in the viewport?
Are they have specific purposes respectively?
Then why Houdini render them differently in the viewport?
Are they have specific purposes respectively?
Edited by bao007fei - 2021年3月5日 04:50:44
Technical Discussion » What does the **&UVW** mean in the intersect function?
- bao007fei
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tamteThanks for the explanation. I did some research and finally figured out what you mean about the Primitive Parametric Spaces. Much appreciate.bao007feithose are parametric UV coordinates within the primitive (or intrinsic primitive UVs), nothing to do with "uv" attribute
Then what does the uvw mean? UV coordinates?
essentially primitive number + parametric uvw will define exact location within the primitive (e.g. on the polygon or within the tetrahedron)
many functions would return such location, intersect(), xyzdist(), uvdist(), Ray SOP, Scatter SOP, ...
then you can use such location in primuv() function (or within Attribute Interpolate SOP) to sample an interpolated attribute value at that location
Edited by bao007fei - 2021年3月1日 11:12:27
Technical Discussion » What does the **&UVW** mean in the intersect function?
- bao007fei
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Hey 3d people, New to VEX here.
The ampersand symbol means variable overwritten, right?
Then what does the uvw mean? UV coordinates? I've checked the intersection position on uv, but they weren't aligned
https://www.sidefx.com/docs/houdini/vex/functions/intersect.html [www.sidefx.com]
The ampersand symbol means variable overwritten, right?
Then what does the uvw mean? UV coordinates? I've checked the intersection position on uv, but they weren't aligned
int intersect(<geometry>geometry, string group, vector orig, vector dir, vector &p, vector &uvw)
https://www.sidefx.com/docs/houdini/vex/functions/intersect.html [www.sidefx.com]
Technical Discussion » What does the last candidate "vector&" in planepointdistance mean?
- bao007fei
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hou.alex.getMuch appreciate.
By default, C and C ++ pass arguments to a function using pass by value. This means that the function uses copies of the arguments, which prevents the possibility of modifying the arguments of the function. If it is required to provide functions with the ability to change the values of their variable arguments, then in C, parameters must be explicitly declared as pointers. Then the function will process the values of the called variables using the * operator. This may be somewhat more profitable if there is some large data array and you do not want to copy it completely into memory for these purposes. It is more convenient to use data transfer by reference & or pointer *.
Example,
vector temp = 0;
float dist = planepointdistance (0.5 * dir, dir, @P, temp);
And the function itself return the closest distance and closest position between the plane and the point.
The truth is I'm not familiar with the principle of programming language. It's too complicated to me for now. I may dig in those theory some day.
I'm still confusing with the last argument of planepointdistance function. What exactly is intersect_pos? And how to obtain two types of data with one function.
Assume there is a circle and I want both closest points position and distance to the grid. How to write the VEX code?
Technical Discussion » What does the last candidate "vector&" in planepointdistance mean?
- bao007fei
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There is a new type of candidate in planepointdistance VEX function that I never seen before.
What's the difference between vector and vector&?
How to get those two returns? A float and a vector.
Thanks in advance for your help
What's the difference between vector and vector&?
How to get those two returns? A float and a vector.
Thanks in advance for your help
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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Jim RutherfordWow. This is what I need. Simple and clever.Thank you very much.
another way would be to make a nurb circle with same number of points and wire your polygon into an attributeCopy sop and match the P
Edited by bao007fei - 2019年3月11日 04:34:41
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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Jim RutherfordI'll check that. Thanks for the clue.
okay…I think you can do what you want with a python sop using createNurbsCurve with the point positions…
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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Jim RutherfordIt give the shape but bigger than I need.
fit doesn't work?
I actually want to keep the points stay at their origin and get blue nurbs.
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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Just a simple example…
The point is I want to figure how to to convert a polygon to nurbs curve and keep the shape clean. No sharp corner and point variation. Just use the polygon points to generate a smooth, clean and closed nurbs curve.
Thank you all but the solutions above aren't robust enough.
The point is I want to figure how to to convert a polygon to nurbs curve and keep the shape clean. No sharp corner and point variation. Just use the polygon points to generate a smooth, clean and closed nurbs curve.
Thank you all but the solutions above aren't robust enough.
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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cpbThank you for help. It solve the problem partially. But it's hard to give me a perfect shape, like a perfect circle.
see attached,
use carve before convert.
If there is a way to give result like the picture below. That'd be best.
Edited by bao007fei - 2019年3月9日 14:27:00
Technical Discussion » Is there any way to convert polygon to nurbs curve without a sharp corner?
- bao007fei
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Technical Discussion » How to inherit all the attributes without Cd attribute?
- bao007fei
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Chris KlinkhamerYeah you're right. My mistake.
It is correct though. Isn't the error from something else?
I used the Cd attribute to emission simultaneously. Cause the waring.
Thank you for the help.
Technical Discussion » How to inherit all the attributes without Cd attribute?
- bao007fei
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Chris Klinkhamer
Should be like this: ‘* ^Cd’
Looks like this syntax doesn't work here…
Thanks anyway.
Technical Discussion » How to inherit all the attributes without Cd attribute?
- bao007fei
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Technical Discussion » Is there any way to use external curves as guides to generate hair in Houdini?
- bao007fei
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