Ohhh! So it makes sense why there's not such a function. I finally ended up doing my setup using that auxiliary voxel to point step. But like you, I thought it was a waste of resources. I could avoid it in the past because I could calculate the value of the voxel. This time I am translating voxels and the inverse function is not easy to calculate from the destination. It was actually faster than I thought - translating around 5 million voxels took less than a second.
And actually, I am using around 40% of the voxels in the container so this 'voxel to point' system might save some computation time. If calculate from the destination I would have to query every single voxel to see if the origin is active.
Thanks for the feedback, howiem!!
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Technical Discussion » How do I write to a specific voxel in a volume?
- cman
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Technical Discussion » How do I write to a specific voxel in a volume?
- cman
- 5 posts
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howiem
Heh - that is akin to the postman knocking on every door in the country to see whether it happens to be 96 Birchwood Crescent, Croydon, so he can deliver a letter. But yep, technically possible
I’m gonna submit an RFE for a vex equivalent of hou.Volume.setVoxel() though: not least because it gives me a cheap way of having a rudimentary 3 dimensional array
Hello howlem, any news on that RFE? I also felt the need for this many times and I could use it right now. It seems like this would be useful to a lot of users, not only a few of us. My guess is that it is not possible or it would have been there for a long time.
Technical Discussion » Teamviewer long key press
- cman
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I know this is not exactly houdini related, but some of you working remote through Teamviewer migh have faced this problem and found a solution to share. It is not really a big deal for me, I can still work with 99.9% functionality. But, for example, sometimes you have to select loops in the viewport, or want to quick fix node layouts.. and holding the “a” key does not work. It sends only single strokes. I read some fixes on the internet but none seem to work as I expected. My solution will be to remap some of this hotkeys to keys that do support long press, unless someone has a better solution.
Technical Discussion » vel does not rotate along path
- cman
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Thanks, jsmack. I ended up animating it at geometry level. From object level, it does take translations, it's just rotations it won't pay attention to. Is there an easy way to bring that data inside dops? I don't use object animation too often, but object path comes in handy sometimes…
Technical Discussion » vel does not rotate along path
- cman
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I have a vel field running along a object path. When I bring it into DOPs (popadvectbyvolume)the vel vector does not align properly. Outside the dop it is correctly aligned but the solver computes it as if it were not typed as vector but a 3float - it aligns it to worldspace. It's like dops is not taking the object orientation into account.
Is this a bug or am I missing something?
Is this a bug or am I missing something?
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