Hi,
your proposed file was like gold for me. Thanks!!
I had the opportunity to check some tutorials using python and I will dig even more in the next months..you basically ruined my xmas holidays
I am still having issues controlling the tag from the menu. I tried to create a group and attribute inside the multipart and with a switch connected with the UI menu, I was hoping to isolate or control the output. Unfortunately I didn't succeed.
I will try to find more resources with python but in the meantime here is the file.
Regarding your "more efficient way" I will try to find a way to get this knowledge. Thank you so much
best
maq
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Technical Discussion » Dynamic UI expose string parameters
- maq7
- 6 posts
- Offline
Technical Discussion » Dynamic UI expose string parameters
- maq7
- 6 posts
- Offline
Thanks for the answer!
Yep sorry it wasn't a great way to share my issue ..I knew the issue of showing just the last iteration. I didn't mention thanks for flagging that!
My first issue was related to the interface where even showing just the last iteration I am not able to read the value ..
Anyway going with the array, as you suggested, do you think creating an array with unique values I could promote as a list in the UI?
not sure how to do that..
Unfortunately I am not good using python, I wish to know how to do it ..I mean even in vex for now it's a bit complicated for me
thanks
Yep sorry it wasn't a great way to share my issue ..I knew the issue of showing just the last iteration. I didn't mention thanks for flagging that!
My first issue was related to the interface where even showing just the last iteration I am not able to read the value ..
Anyway going with the array, as you suggested, do you think creating an array with unique values I could promote as a list in the UI?
not sure how to do that..
Unfortunately I am not good using python, I wish to know how to do it ..I mean even in vex for now it's a bit complicated for me
thanks
Technical Discussion » Dynamic UI expose string parameters
- maq7
- 6 posts
- Offline
Hi,
I wish I will be clear enough to share my issue with you.
I would like to create from an input a list of unique values and expose the values in the UI to tag them later..
eg. From a point cloud I have some points with a string attribute:
ptnum 0 name aaa
ptnum 1 name b3b
ptnum 2 name aaa
ptnum 3 name c90
ptnum 4 name bbb
I am able to identify the count(4) of unique values ( in this case:aaa, b3b, c90, bbb )
From this point, I thought having the count value in a multiparm block will create automatically 4 labels where I was able to expose the attribute name using the expression: `details("./get","name")`, but I am not able to preview the attribute name..
I tried also detail("./get","name",0) but still without any result.
I would like to create for each unique name a menu and give the opportunity to choose where the attribute will belong ..
any idea how to do that?
where I am doing wrong ?
thanks
maq
I wish I will be clear enough to share my issue with you.
I would like to create from an input a list of unique values and expose the values in the UI to tag them later..
eg. From a point cloud I have some points with a string attribute:
ptnum 0 name aaa
ptnum 1 name b3b
ptnum 2 name aaa
ptnum 3 name c90
ptnum 4 name bbb
I am able to identify the count(4) of unique values ( in this case:aaa, b3b, c90, bbb )
From this point, I thought having the count value in a multiparm block will create automatically 4 labels where I was able to expose the attribute name using the expression: `details("./get","name")`, but I am not able to preview the attribute name..
I tried also detail("./get","name",0) but still without any result.
I would like to create for each unique name a menu and give the opportunity to choose where the attribute will belong ..
any idea how to do that?
where I am doing wrong ?
thanks
maq
Houdini Lounge » Cassini Logs short film
- maq7
- 6 posts
- Offline
Hello!
I would like to share with you my latest project done in Houdini and Unreal.
I had the opportunity to work, with some great friends and artists, in realizing 5 minute film Cassini Logs.
link Cassini Logs short film [vimeo.com]
Cassini Logs was selected by Epic Games and Screen NSW to be part of the Unreal Engine real-time short film challenge and was chosen as the competition winner.
[www.unrealengine.com]
Alex and Tim assembled a fantastic team of artists. I worked on the environments and FXs using Houdini a lot.
I chose a procedural approach in Houdini, building the setups for the vents, the kelp and the iced-lake.
I used DOP for the iced lake simulation and the vellum solver to simulate the stamens’s flowers moving underwater.
This 5 minute piece is teasing the larger story and it gave us the opportunity to introduce our main character and the unique world of the film.
I really hope you like it and please feel free to share the film
Here are the fantastic artists that made this happen!
Cast:
Character performance by : Helen Cassidy
Voice performance by: Kate Fitzpatrick
Crew:
Directed by: Alex Popescu and Tim Ben Cole
Produced by: Isabella Povolny and Tim Ben Cole
Written by: Alex Popescu and Tobias Nyman
Story by: Alex Popescu and Tim Ben Cole
Original Soundtrack: Missing Horizon
Composed, Arranged and Produced by: Marco Genovesi
Additional Voice by: Frank Polucci
Sound Design by: Caleb Sullivan
Character Artists: Victor Maiorino Fernandes, Sam Jensen, James Lucas
Build Artists: Daniele Chindamo, Ben Shearman, James Lucas
Character Rigging: Jordan Bartlett
Character Animation: Philip Rakesh, Christian Deanda
Character design: Victor Maiorino Fernandes, Sam Jensen, Alex Popescu
Prop design: Ben Shearman, Tim Ben Cole, Bogdan Draghici
Motion Capture by: Proxi VP
© All rights reserved.
I would like to share with you my latest project done in Houdini and Unreal.
I had the opportunity to work, with some great friends and artists, in realizing 5 minute film Cassini Logs.
link Cassini Logs short film [vimeo.com]
Cassini Logs was selected by Epic Games and Screen NSW to be part of the Unreal Engine real-time short film challenge and was chosen as the competition winner.
[www.unrealengine.com]
Alex and Tim assembled a fantastic team of artists. I worked on the environments and FXs using Houdini a lot.
I chose a procedural approach in Houdini, building the setups for the vents, the kelp and the iced-lake.
I used DOP for the iced lake simulation and the vellum solver to simulate the stamens’s flowers moving underwater.
This 5 minute piece is teasing the larger story and it gave us the opportunity to introduce our main character and the unique world of the film.
I really hope you like it and please feel free to share the film
Here are the fantastic artists that made this happen!
Cast:
Character performance by : Helen Cassidy
Voice performance by: Kate Fitzpatrick
Crew:
Directed by: Alex Popescu and Tim Ben Cole
Produced by: Isabella Povolny and Tim Ben Cole
Written by: Alex Popescu and Tobias Nyman
Story by: Alex Popescu and Tim Ben Cole
Original Soundtrack: Missing Horizon
Composed, Arranged and Produced by: Marco Genovesi
Additional Voice by: Frank Polucci
Sound Design by: Caleb Sullivan
Character Artists: Victor Maiorino Fernandes, Sam Jensen, James Lucas
Build Artists: Daniele Chindamo, Ben Shearman, James Lucas
Character Rigging: Jordan Bartlett
Character Animation: Philip Rakesh, Christian Deanda
Character design: Victor Maiorino Fernandes, Sam Jensen, Alex Popescu
Prop design: Ben Shearman, Tim Ben Cole, Bogdan Draghici
Motion Capture by: Proxi VP
© All rights reserved.
Edited by maq7 - 2021年3月14日 08:58:47
Houdini Indie and Apprentice » bbox based on the previous element
- maq7
- 6 posts
- Offline
Hey mestela, thanks for the link.
I already saw this link I was planing to follow a different approach but I will try to make it work with the setup from tokeru.
cheers
I already saw this link I was planing to follow a different approach but I will try to make it work with the setup from tokeru.
cheers
Houdini Indie and Apprentice » bbox based on the previous element
- maq7
- 6 posts
- Offline
Hi,
I would like to create a stack with some pieces of geometry and scale down each of them based on the previous bbox. The final look should be like a pyramid based on the geometry you are using .. something like that:
__
_|__|_
_|______|_
|__________|
My problem is that I haven't been able to figure out the correct VEX syntax to use a point wrangle and read the bbox from the previous iteration. Any help out there?
Thanks
I would like to create a stack with some pieces of geometry and scale down each of them based on the previous bbox. The final look should be like a pyramid based on the geometry you are using .. something like that:
Image Not Found
__
_|__|_
_|______|_
|__________|
My problem is that I haven't been able to figure out the correct VEX syntax to use a point wrangle and read the bbox from the previous iteration. Any help out there?
Thanks
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