Thanks Siavash!
The memory of how to do it came back to me in a flash.
PolyFrame->PolyCut->for each prim-> Peak
Thanks CYTE, that would work as well!
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Technical Discussion » Point split and shrink line along normals
- traden1976
- 22 posts
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Technical Discussion » Point split and shrink line along normals
- traden1976
- 22 posts
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Hey!
This is one of those things I've solved before but can't remember how. I know that there's an easier way than using Vex with PrimUV.
I use polysplit and the Peak node I thought but can't seem to get it to work.
This is one of those things I've solved before but can't remember how. I know that there's an easier way than using Vex with PrimUV.
I use polysplit and the Peak node I thought but can't seem to get it to work.
Houdini for Realtime » Niagara VAT3 detailed explaination need
- traden1976
- 22 posts
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Hey! I'm struggling to get the VAT3 Niagara setup to work with a Blueprint actor running the show (based on the documentation).
The documentation shows the Create Dynamic Instance Material node being used with a primitive component as the target. The problem is VAT3 generates a static mesh VS Primitive component, am I missing something, does SM inherit from PC? Here are some screenshots of my variable list:
Note: I'm trying to get this to run in Unreal Engine 5.0.3
I think I just need a more detailed explanation than the docs give or an example project. Are you looping through all static mesh actors and getting component by class etc?
Thanks in advance!
The documentation shows the Create Dynamic Instance Material node being used with a primitive component as the target. The problem is VAT3 generates a static mesh VS Primitive component, am I missing something, does SM inherit from PC? Here are some screenshots of my variable list:
Note: I'm trying to get this to run in Unreal Engine 5.0.3
I think I just need a more detailed explanation than the docs give or an example project. Are you looping through all static mesh actors and getting component by class etc?
Thanks in advance!
Edited by traden1976 - 2022年8月25日 08:34:15
Technical Discussion » Kine FX: Rig Attribute VOP parent constraints
- traden1976
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Technical Discussion » Kine FX: Rig Attribute VOP parent constraints
- traden1976
- 22 posts
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Seems to be related the packedfulltransform intrinsic property than the parent constraint. I've got it working when copying to pig head to a joint that is parent constraint.
Technical Discussion » Kine FX: Rig Attribute VOP parent constraints
- traden1976
- 22 posts
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I'm getting different behavior than I expect out of the Rig VOP parent constraint.
Here's an OBJ level parent relationship:
OBJ Level parent [imgur.com]
Sop level parent constraint:
sop level [imgur.com]
Modo Parent Contraint setup:
modo example [imgur.com]
It almost seems like I need to add an aim constraint on top of the regular parent constraint to mimic a child/parent behavior.
Any ideas?
Thanks!
Here's an OBJ level parent relationship:
OBJ Level parent [imgur.com]
Sop level parent constraint:
sop level [imgur.com]
Modo Parent Contraint setup:
modo example [imgur.com]
It almost seems like I need to add an aim constraint on top of the regular parent constraint to mimic a child/parent behavior.
Any ideas?
Thanks!
Edited by traden1976 - 2021年1月16日 09:06:24
Technical Discussion » Operator List + Object merge
- traden1976
- 22 posts
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Technical Discussion » Operator List + Object merge
- traden1976
- 22 posts
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I have a operator list on a subnet that can have an arbitrary about of SOP passed in. In the subnet I have an Object Merge node that references the Operator List param.
Is it possible for me to grab a random SOP from the Operator List param VS bringing them all in and splitting after?
Currently my Object Merge has `chsop(“../panel_meshes”)` in Object1. I'm struggling with finding an expression that would give me just one of the specified SOPs.
Do I need to add an id to all the SOPs and use a connectivity node to split them after the object merge?
It would be nice if I could just specify an index like and array to grab any SOPs from the operator list.
Thanks in advance!
Is it possible for me to grab a random SOP from the Operator List param VS bringing them all in and splitting after?
Currently my Object Merge has `chsop(“../panel_meshes”)` in Object1. I'm struggling with finding an expression that would give me just one of the specified SOPs.
Do I need to add an id to all the SOPs and use a connectivity node to split them after the object merge?
It would be nice if I could just specify an index like and array to grab any SOPs from the operator list.
Thanks in advance!
Technical Discussion » Help me understand Divide>Bricker angle
- traden1976
- 22 posts
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Thanks for the reply. That will be a good workaround!
Any guidance on using the bricker's Angle parameter to set it to the angle of a prim? Just curious.
Any guidance on using the bricker's Angle parameter to set it to the angle of a prim? Just curious.
Technical Discussion » Help me understand Divide>Bricker angle
- traden1976
- 22 posts
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I have a Divide/Bricker node inside a for loop(primitives). Each iteration I'm grabbing the normal of the prim converting it to degrees and feeding the value into the bricker angle. My hope is that I will get an even distribution of squares on any prim no matter the angle.
Unfortunately it's not working. Rotation seems to behave oddly to me, I thought it would just be a projection.
thanks in advance!
Unfortunately it's not working. Rotation seems to behave oddly to me, I thought it would just be a projection.
thanks in advance!
Edited by traden1976 - 2020年6月18日 13:13:16
Technical Discussion » Custom Variadic Vex Functions
- traden1976
- 22 posts
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Technical Discussion » Custom Variadic Vex Functions
- traden1976
- 22 posts
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Hi Ommlet, I want to pass in an arbitrary amount of arrays to be populated. But it's more for the sake of curiosity VS being stuck on a problem.
Just wondering if it's actually possible.
thanks!
Just wondering if it's actually possible.
thanks!
Technical Discussion » Custom Variadic Vex Functions
- traden1976
- 22 posts
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I'm looking at a way of creating a custom function in Vex any number of trailing params.
The closest reference I could find is here:
https://www.sidefx.com/docs/hdk/_h_d_k__vex_op.html [www.sidefx.com]
but I don't understand it.
eg.
here's a go lang example:
Go Variadic [gobyexample.com]
Is this possible? If so can someone give me a simple example?
Thanks in advance!
The closest reference I could find is here:
https://www.sidefx.com/docs/hdk/_h_d_k__vex_op.html [www.sidefx.com]
but I don't understand it.
eg.
void myFunc(int arr_i[]; string arr_s; string ...extra_params) { s@debug = extra_params[0]; }
here's a go lang example:
Go Variadic [gobyexample.com]
Is this possible? If so can someone give me a simple example?
Thanks in advance!
Edited by traden1976 - 2020年2月13日 07:50:59
Technical Discussion » Getting the bbox of a merged prim in Vex
- traden1976
- 22 posts
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Technical Discussion » Getting the bbox of a merged prim in Vex
- traden1976
- 22 posts
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1) I have 2 prims, a box and a sphere. I add each to their own groups called grp_box and grp_sphere. The sphere is half the scale of the box, but it could be any size.
2) I merge them before feeding them into a wrangle.
3) In the wrangle I want to getbbox of just the sphere. Since getbbox relies on a primnum, but these are merged into one prim how do I essentially extract the sphere in Vex as its own prim and get its bbox?
thanks in advance!
2) I merge them before feeding them into a wrangle.
3) In the wrangle I want to getbbox of just the sphere. Since getbbox relies on a primnum, but these are merged into one prim how do I essentially extract the sphere in Vex as its own prim and get its bbox?
thanks in advance!
Technical Discussion » How can I get a directional bbox of a more complex rotated shape?
- traden1976
- 22 posts
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Technical Discussion » How can I get a directional bbox of a more complex rotated shape?
- traden1976
- 22 posts
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Is there a fairly straight forward way of getting the a directional bbox of a rotated geo?
I'm trying to build a HDA that will not only attach to the centroid of the geo passed but will also scale to its size as well. I can figure out the average normal easily enough. It's also straightforward to get an accurate bbox of a non-rotate shape, but as soon as I pass in a rotated prim the bbox is no longer useful. Do I need to pcopen to get the furthest points and generate a new bbox or is there an easier way?
base shape in want to match rotation/shape to:
geo i want to rotate and scale match to the previous shape:
thanks!
I'm trying to build a HDA that will not only attach to the centroid of the geo passed but will also scale to its size as well. I can figure out the average normal easily enough. It's also straightforward to get an accurate bbox of a non-rotate shape, but as soon as I pass in a rotated prim the bbox is no longer useful. Do I need to pcopen to get the furthest points and generate a new bbox or is there an easier way?
base shape in want to match rotation/shape to:
geo i want to rotate and scale match to the previous shape:
thanks!
Edited by traden1976 - 2019年3月24日 13:05:25
Technical Discussion » Point Bevel : When shape is set to solid it doesn't seem to work
- traden1976
- 22 posts
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I'm trying to bevel a point on a curve, when setting the shape to round with a division to 2 it works as expected. When setting it to solid with division 2 I'm expecting 2 extra points to appear but the curve to keep its shape.
Solid works correctly on edges, but not on points.
Any ideas?
Thanks in advance!
Solid works correctly on edges, but not on points.
Any ideas?
Thanks in advance!
Edited by traden1976 - 2018年6月25日 11:26:08
Houdini Engine for Unreal » Houdini Engine HSIM bug (I've filed it with SideFX)
- traden1976
- 22 posts
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Houdini Engine for Unreal » Houdini Engine HSIM bug (I've filed it with SideFX)
- traden1976
- 22 posts
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This is a 100% reproducible bug in Houdini Engine for UE4. The Houdini Engine does not preserve manual LOD screen sizes in Unreal. Steps to reproduce:
1) Create an instance scatter-er (copy to point > Pack and Instance ) with an Operator path exposed.
2) In UE4 drop a static mesh with built in LODs (let's say 4 of them). See tutorial for generating these.
3) Double click the static mesh in UE4 and under details un-check “Auto Compute LOD Distances”. Manually set them yourself (Screen Size 0.0- 1.0).
3) place the HDA in the level and drag the static mesh with custom LODs into Geometry input.
4) Select “Export all LODs” just above the geometry input. It's the only way Houdini Engine will generate Hierarchical Static Instanced Meshes VS Static Instanced Meshes.
5) You'll see the instances appear to flicker, this is because Houdini Engine has turned on the “Auto Compute LOD Distances” flag again. (See step 3)
6) The only solution is to bake to a blueprint and drag your original static mesh (with manual LODs) into the blueprint replacing the new source mesh that the HouDini engine generated.
Sorry if this has already been filed with SideFx.
Cheers!
1) Create an instance scatter-er (copy to point > Pack and Instance ) with an Operator path exposed.
2) In UE4 drop a static mesh with built in LODs (let's say 4 of them). See tutorial for generating these.
3) Double click the static mesh in UE4 and under details un-check “Auto Compute LOD Distances”. Manually set them yourself (Screen Size 0.0- 1.0).
3) place the HDA in the level and drag the static mesh with custom LODs into Geometry input.
4) Select “Export all LODs” just above the geometry input. It's the only way Houdini Engine will generate Hierarchical Static Instanced Meshes VS Static Instanced Meshes.
5) You'll see the instances appear to flicker, this is because Houdini Engine has turned on the “Auto Compute LOD Distances” flag again. (See step 3)
6) The only solution is to bake to a blueprint and drag your original static mesh (with manual LODs) into the blueprint replacing the new source mesh that the HouDini engine generated.
Sorry if this has already been filed with SideFx.
Cheers!
Edited by traden1976 - 2018年5月16日 09:58:17
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