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Found 67 posts.

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Technical Discussion » Divide>Bricker .. switch if ODDS/PAIRS

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bhb
67 posts
オフライン
 2023年1月17日 05:05:15
yEAH! Thats was the code.
Thanks!
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Technical Discussion » Divide>Bricker .. switch if ODDS/PAIRS

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bhb
67 posts
オフライン
 2023年1月16日 06:22:07
Ok. Thanks.
Thats one part of the problem.
But I need the use of SWITCHER between odds and pairs.
... Or use VEX > Wrangle(primitives) to switch pair/odds from input.

Years ago I saw that code, now I lost it.

In documentation there is only a mention to ot in Arrays
int odd = nums; // { 1, 3, 5 }
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Technical Discussion » Divide>Bricker .. switch if ODDS/PAIRS

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bhb
67 posts
オフライン
 2023年1月10日 11:06:55
Hello guys,

need help with a conditional inside switch node.

I have a wall , sometimes with odd number of prims (3,5,7..) and other times pairs numbers (2,4,6..).

Depending that number the switcher must select the correct one (0 or 1).

I need the wall divisions to be CENTERED in the wall. With de RESAMPLE node it seems imposible.

¿¿What is the correct code to apply??
should something like this:
if(nprims('../reverse5')==0, 0, 1)

Thanks in advance.
Edited by bhb - 2023年1月10日 11:08:17
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Houdini Engine for Unreal » Parameters in a row , not in columns.

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bhb
67 posts
オフライン
 2021年3月1日 05:11:03
Menus are diferent from HOUDINI to UE4
I created some HDAa with hundred of parameters.
But now, i realized that UE4 parameters are always showed in vertical, never in horizontal.
With this issue, working inside UE4 is very improductive, as I always moving the bars up/down looking for that parameter.

¿how to place the horizontal?? For example a pile of Toggle parameters in a row , not in column.
Edited by bhb - 2021年3月1日 05:11:35
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Technical Discussion » Why Always shows output0 in viewport 18.5?

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bhb
67 posts
オフライン
 2021年3月1日 05:03:26
In the new v.18.5,, marking any shop doesnt display in viewport when exiting the node. Always shows output0 (output #0)¿? independent of the node selected.

In previous versions , as 17.5, the viewport showed the last node with blue display render flag activated.

¿what changed now?
Edited by bhb - 2021年3月1日 05:28:30
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Technical Discussion » V4 Orient INSTANCES problem

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bhb
67 posts
オフライン
 2020年7月14日 03:20:00
Sorry toadstorm,
outside the INSTANCE node works fine (using copy_to_points), but for some reason, your solution dont work with INSTANCES. (HOUDINI 17.5.543)
https://www.sidefx.com/docs/houdini/nodes/obj/instance.html [www.sidefx.com]

I dont know its a bug or I made something wrong. I have the INSTANCE node option:
Point instancig: Full Point instancing
… and again the instances are showing stepped.
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Technical Discussion » V4 Orient INSTANCES problem

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bhb
67 posts
オフライン
 2020年7月12日 21:53:44
Yeah! Thats it.

I finally solved in the last week using “carves” in a bungler way.
But I think your solution is more clear.

I attach here an screen capture if anybody need it.
Edited by bhb - 2020年7月12日 21:54:11
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Technical Discussion » V4 Orient INSTANCES problem

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bhb
67 posts
オフライン
 2020年7月4日 09:31:08
The problem is that target shape is not always to be perfect. Sometimes could be deformed.
The “copy-instances-to-prims” must be based on prims, not the object itself.
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Technical Discussion » V4 Orient INSTANCES problem

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bhb
67 posts
オフライン
 2020年7月3日 11:10:12
Need help to work with v4 orient values.
I undestand the N normal directions , but dont understand how to control the orient values.
I need this to place INSTANCES on those points with the v4 orient values on them.

In the example image atached:
1. The original object mesh.
2. The INSTANCED objects as I want.(a simple extrude for demostration pourpose)
3. The problem i have. The instanced objects are “steped” (marked in red). I want them maintaining the face direction (marked in green in pic2.)

Any help please, atach example file. Thanks

// set_prim_orient //////////////////////////////////////////////////////
vector up = {0,1,0};
vector nN = normalize(v@N);
matrix3 localrot = matrix3(maketransform(0, 0, {0,0,0}, {90, 0, 0}, {1,1,1}));
matrix3 rot = maketransform(nN, up);
p@orient = quaternion(localrot*rot);
/////////////////////////////////////////////////////////////////////////
Edited by bhb - 2020年7月3日 11:15:28
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Technical Discussion » Default transform values in HDA unacessible

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bhb
67 posts
オフライン
 2020年7月3日 11:07:22
Probably you have those parameters marked as “invisible” in root.
I suggest you to maintain them “invisible” and create a new parametrized “transform” node.
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Technical Discussion » Composite View > Render Objects fast from GPU buffer

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bhb
67 posts
オフライン
 2020年3月3日 11:12:01
As never use houdini to render (only for work 3d meshes), for that never read about it. In advanced search all results were related about mantra, but searching “ogl rop” as you said there is a lot of information before.
Thanks, now renders in 1 sec with the “OGL_Rop”
Edited by bhb - 2020年3月3日 11:12:53
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Technical Discussion » GameDevTools sop_obj_importer always black

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bhb
67 posts
オフライン
 2020年3月3日 11:06:49
The Obj importer now reads .MTL files that contains path to textures filenames.
Works fine except for the “gamedevquickmaterial” always creates the material inside houdini with tint{0,0,0} and should be 1,1, 1 = white to see the texture.
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Technical Discussion » Composite View > Render Objects fast from GPU buffer

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bhb
67 posts
オフライン
 2020年2月7日 19:24:55
Hello guys,

i need to render some objects from orthografic top camera (TOPcam). I need to render those objects as PREVIEW (no raytracing or advanced features).

The only sop I saw was “Import Geometry”.. but it only renders a white-black mate. ¿How to get the colors same as viewport??

Using matra render and downgrading features (samples, rays, etc) I can get the preview.. but it takes 3-5 minutes.

Thanks in advance.
Edited by bhb - 2020年2月7日 19:27:28
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Technical Discussion » Tree Tool Based on Handpainted color points

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bhb
67 posts
オフライン
 2019年4月3日 01:02:13
Hello guys,
im trying to make a tool but there is something i can´t get.

I have a picture with colored points made in photoshop.

Then with the Scatter Sop inside houdini I got to place unique points (with attributes) in those colors.

Then with Instance node I got to place example tubes (wood) in r, b , y
and one platonic solid (treetop) in g (on top).

My problem here is how to get the proper dimensions for the tubes, for example from B (Blue point) to R (Red point) place a cylinder of that exact distance.

Its dificult for explain, i hope somebody understand it. I dont want any L-System tree method, because the point-color templates comes outside from houdini (paint, photoshop, inkskape, gimp..)

Thanks in advance.
Edited by bhb - 2019年4月3日 01:06:38
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Technical Discussion » Heightfield Mask by Color ID _ SOP

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bhb
67 posts
オフライン
 2019年3月21日 02:52:28
I need a way to mask by color ID (splatmap) from one texture. I have 8 colors (red, green, blue, cyan, magenta, yellow, black, white). I need to perform a mask based on these colors… same way as software SUBSTANCE PAINTER makes with color ID.

For the moment I tried with a Cop2Net (composite network with chromakey, colorcorrect, levels, etc) with no luck.

¿¿Any ideas on how to only mask an specific color??

Thanks in advance.
Edited by bhb - 2019年3月21日 02:55:19
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Houdini Indie and Apprentice » UV from Hi to Lo poly ?

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bhb
67 posts
オフライン
 2018年9月26日 21:52:55
As I said before , using boolean-intersection works very well for that particularly scene. But the question here is how to transfer UV from high to low (simple object), that is the problem.
Inside Maya there is an automated tool Maya>Mesh>Transfer attributes > UV, that does this thing perfect,.. but i plan to abandon autodesk software and stay with houdini.
¿why there is no such tool in houdini?
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Houdini Indie and Apprentice » UV from Hi to Lo poly ?

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bhb
67 posts
オフライン
 2018年9月25日 20:40:24
The UV is overlaped. The scene is a photogrametry rock (with mapped UV and textures). Then, inside Houdini, is programed to perform a “cluster” of rocks changing their position/rotation/size.
The problem here, as its duplicated n times, the polygon count is increased a lot in the final cluster. For that I need to reduce the polygon number from high to low and maintain the UV positions.
I dont konw if the method exposed by L.Kruel only works with padding&flating uv islands (not overlaped).
I dont want to recreate a new uv shell because the textures are done(payment asset). Using simplebaker way takes long to render for the thing “procedural cluster” I want and always get artifacts.
And finally, using bool-intersect got pretty results but sometimes are problems with normals and overlaping prims.
Edited by bhb - 2018年9月25日 20:42:03
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Houdini Indie and Apprentice » UV from Hi to Lo poly ?

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bhb
67 posts
オフライン
 2018年9月24日 22:35:35
Hey guys, I need help. Following your discussion I get it to work with grayOlorins example file, but I got extrange seam lines in the edges around the UV-island .
I attach an image with the problem. The line is reducted if I increase the number of polygons, but it remains there.
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Technical Discussion » Avoid numbers in Operator Parameter

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bhb
67 posts
オフライン
 2017年11月2日 18:04:27
Thanks Matthias_k & Vusta.
The examples you both posted here solved my problem.
The example “simple_hole_in_the_wall-1.hip” posted by Mathias with the ability to place the door in one particular wall + position it, … priceless for me!. Thanks very much Matthias , I appreciate your help.
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Houdini Engine for Unreal » Block_Multiparm_List + Instances Issues..

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bhb
67 posts
オフライン
 2017年11月2日 17:06:37
Cannot send you original file of the Company because is more than 102MB with opdefs: extra files and textures.
I made a small one apart with only the code needed for this thread.
I supose to be working the same way (problems included).

In previous post I forget to mention: using Houdini 16.0.577 and UE4.15.
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