Thanks again Amm for your explanations that clarify things, and thanks for the link to the Expression Cookbook, in which I learnt more things.
One more clarification :
tx, $TX, $N, @Frame : are they all “attributes”?
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Houdini Lounge » Link with?
- Grendizer
- 375 posts
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Houdini Lounge » Link with?
- Grendizer
- 375 posts
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Hi Amm, thanks for the informative answer.
Indeed I'm trying to access global transform and for that I started another thread here : https://www.sidefx.com/forum/topic/57351/?page=1#post-256847 [www.sidefx.com]
Back to the dollar sign question :
I tried to edit my “link with” expression on my test scene's sphere.
- The original one was : fit(ch(“../box_object1/ry”), 0, 180, 0, 5)
- Replaced ry by $ry : fit(ch(“../box_object1/$ry”), 0, 180, 0, 5) > the link with wasn't working anymore.
- Replaced $ry by $RY : fit(ch(“../box_object1/$RY”), 0, 180, 0, 5) > the link with still wasn't working.
- Replaced $RY by RY : fit(ch(“../box_object1/RY”), 0, 180, 0, 5) > the link with still wasn't working.
So it works only with ry. The $RY and ry variables are not the same and each of them are case sensitive.
That's why I'm wondering : in which case should I use one or the other? Is there a doc page about this?
Thanks
$gz
Indeed I'm trying to access global transform and for that I started another thread here : https://www.sidefx.com/forum/topic/57351/?page=1#post-256847 [www.sidefx.com]
Back to the dollar sign question :
I tried to edit my “link with” expression on my test scene's sphere.
- The original one was : fit(ch(“../box_object1/ry”), 0, 180, 0, 5)
- Replaced ry by $ry : fit(ch(“../box_object1/$ry”), 0, 180, 0, 5) > the link with wasn't working anymore.
- Replaced $ry by $RY : fit(ch(“../box_object1/$RY”), 0, 180, 0, 5) > the link with still wasn't working.
- Replaced $RY by RY : fit(ch(“../box_object1/RY”), 0, 180, 0, 5) > the link with still wasn't working.
So it works only with ry. The $RY and ry variables are not the same and each of them are case sensitive.
That's why I'm wondering : in which case should I use one or the other? Is there a doc page about this?
Thanks
$gz
Technical Discussion » Set world transform on channel
- Grendizer
- 375 posts
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Hello Dan
Many thanks for your help and this link.
So here's what I did:
Create a cube and a sphere , positioned the sphere at 4 above the cube.
In the cube's parameters pane > tab “transform” > added these expressions in X and Z : vtorigin(“”, “../sphere_object1”) . Check attached pic.
Now when I move the sphere in X, the cube moves, but in a weird way, it progresses on the grid along a 45° axis.
Moving the cube in Z does nothing.
There must be something missing, I should be able to access the global X and Z translation of the sphere…
Thanks
Gz
Many thanks for your help and this link.
So here's what I did:
Create a cube and a sphere , positioned the sphere at 4 above the cube.
In the cube's parameters pane > tab “transform” > added these expressions in X and Z : vtorigin(“”, “../sphere_object1”) . Check attached pic.
Now when I move the sphere in X, the cube moves, but in a weird way, it progresses on the grid along a 45° axis.
Moving the cube in Z does nothing.
There must be something missing, I should be able to access the global X and Z translation of the sphere…
Thanks
Gz
Edited by Grendizer - 2018年8月12日 11:22:16
Houdini Lounge » Link with?
- Grendizer
- 375 posts
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Some more questions:
- I read in another thread that $TY is the global Y position of an object. Is ry the global rotation of an object?
- What are the variables for the local position and rotation of an object? By local, I mean: the objects' parents are the references.
- Where in the docs can I find a list of all useful variables like these ones?
- In which case should I add a dollar sign “$” before the variables?
- I read in another thread that $TY is the global Y position of an object. Is ry the global rotation of an object?
- What are the variables for the local position and rotation of an object? By local, I mean: the objects' parents are the references.
- Where in the docs can I find a list of all useful variables like these ones?
- In which case should I add a dollar sign “$” before the variables?
Houdini Lounge » Link with?
- Grendizer
- 375 posts
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hello guys thanks both for your help. Robo's method worked perfectly! So I didn't try Zengchen's method but thanks anyway!
Technical Discussion » Set world transform on channel
- Grendizer
- 375 posts
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How can I set the world coordinates on an object's transform?
Here is a simple example : an object would be sliding on the ground, its motion would be constrained to an object flying above, but its translation Y would be always 0.
Where in the docs can I find this kind of info?
Thanks
Gz
Here is a simple example : an object would be sliding on the ground, its motion would be constrained to an object flying above, but its translation Y would be always 0.
Where in the docs can I find this kind of info?
Thanks
Gz
Houdini Lounge » Link with?
- Grendizer
- 375 posts
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Hello,
In hou what's the equivalent of Maya's “link with”?
For example :
If the cube rotates from -180 to +180, the sphere will raise from 0 to 5.
Thanks guys.
Gz
In hou what's the equivalent of Maya's “link with”?
For example :
If the cube rotates from -180 to +180, the sphere will raise from 0 to 5.
Thanks guys.
Gz
SI Users » Render region show-hide toggle
- Grendizer
- 375 posts
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In Softimage I always use the SHIFT+Q toggle to show or hide the render region.
Is this possible in Hou?
Is this possible in Hou?
SI Users » sceneview render region, render view and actual render
- Grendizer
- 375 posts
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I think they all rely on out > mantra_ipr.
However in a tutorial scene I noticed that the render region and the render view were different and I couldn't guess why…
However in a tutorial scene I noticed that the render region and the render view were different and I couldn't guess why…
SI Users » Undo for viewport navigation ?
- Grendizer
- 375 posts
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Very nice, I was about to start a thread about that. Would be cool if it's implemented in v17
Technical Discussion » Baking uv/texture
- Grendizer
- 375 posts
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hello can one tell me more about how to get a flat image from an UV set?
In the “out” network, I didnd't find an “uv render” node…
Thanks
In the “out” network, I didnd't find an “uv render” node…
Thanks
Technical Discussion » Questions about Center, centroid, pivot and transforms
- Grendizer
- 375 posts
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Hello all
So I'm still trying to understand Houdini. Except for the centroid, I didn't find good definitions in the docs, so here is what I've understood, tell me I got this right or wrong:
- The center is a point in space that defines the position of an object. Relatively to this point, the position of the object's points are defined.
- The pivot is for the user to transform the object. Its parent is the center. It can be offset from the center.
- The centroid is the center of the bounding box of the points.
So questions :
1) Are my definitions correct?
2) Is the pre transform used to alter the center's position , rotation and scale?
3) How can I visualize both the center and the pivot at the same time in the viewport ?
Thanks guys
Gz
So I'm still trying to understand Houdini. Except for the centroid, I didn't find good definitions in the docs, so here is what I've understood, tell me I got this right or wrong:
- The center is a point in space that defines the position of an object. Relatively to this point, the position of the object's points are defined.
- The pivot is for the user to transform the object. Its parent is the center. It can be offset from the center.
- The centroid is the center of the bounding box of the points.
So questions :
1) Are my definitions correct?
2) Is the pre transform used to alter the center's position , rotation and scale?
3) How can I visualize both the center and the pivot at the same time in the viewport ?
Thanks guys
Gz
SI Users » Check point position
- Grendizer
- 375 posts
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Technical Discussion » Separating a multi-parts mesh ?
- Grendizer
- 375 posts
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Technical Discussion » Separating a multi-parts mesh ?
- Grendizer
- 375 posts
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Hi!
Tamte thanks a lot for your explanation and for taking the time to post a scene file!! This forum is very helpfull.
I think I have now the best way to separate multi-parts meshes!
Re-reading the thread , I have some more questions:
- I understand what “packing” does but i'm not yet use to when using it, in which case should I pack parts of my networks?
- About the “@” prefix for attribute. It is not used when the attribute is created, it is used when the attribute is called. Correct?
Bye,
Gz
Tamte thanks a lot for your explanation and for taking the time to post a scene file!! This forum is very helpfull.
I think I have now the best way to separate multi-parts meshes!
Re-reading the thread , I have some more questions:
- I understand what “packing” does but i'm not yet use to when using it, in which case should I pack parts of my networks?
- About the “@” prefix for attribute. It is not used when the attribute is created, it is used when the attribute is called. Correct?
Bye,
Gz
Technical Discussion » Separating a multi-parts mesh ?
- Grendizer
- 375 posts
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Hello all, and first thanks for your help.
I've been testing again , following your precious advices. I managed to get it working, by keeping the Polydoctor node involved.
So here are the 3 things I tried :
1: From the polydoctor node I output the manifoldnumber attribute. Then in partition I add this rule : manifoldnumber_$manifoldnumber . Then in the assemble node I create groups based on manifoldnumber_. So with the delete node I can see my groups.
2: Putting a partition node just at the output of the STL , with the rule color_`rint(@Cd.r*255)`_`rint(@Cd.g*255)`_`rint(@Cd.b*255)` , does not work: it just creates a group called “color_255_255_255”
3: I also tried a connectivity node. I created a “island” attribute, but this attribute is not recognized in a visualizer node, I can't get it to show different colors for the different parts.
If you have some patience You can check the attached pic that sums it all up!
I've been testing again , following your precious advices. I managed to get it working, by keeping the Polydoctor node involved.
So here are the 3 things I tried :
1: From the polydoctor node I output the manifoldnumber attribute. Then in partition I add this rule : manifoldnumber_$manifoldnumber . Then in the assemble node I create groups based on manifoldnumber_. So with the delete node I can see my groups.
2: Putting a partition node just at the output of the STL , with the rule color_`rint(@Cd.r*255)`_`rint(@Cd.g*255)`_`rint(@Cd.b*255)` , does not work: it just creates a group called “color_255_255_255”
3: I also tried a connectivity node. I created a “island” attribute, but this attribute is not recognized in a visualizer node, I can't get it to show different colors for the different parts.
If you have some patience You can check the attached pic that sums it all up!
SI Users » Check point position
- Grendizer
- 375 posts
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Hello, in XSI it was very easy to check the position of a point. Just select a point and in the MCP you got its position in X Y and Z.
How can I do this in Hou?
How can I do this in Hou?
Technical Discussion » Separating a multi-parts mesh ?
- Grendizer
- 375 posts
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Technical Discussion » Zoom in with mouse dragged down
- Grendizer
- 375 posts
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Yes I guess I have to get used to it Jsmack
Thanks SirClarks, I couldn't see the signature field before
Thanks SirClarks, I couldn't see the signature field before
Technical Discussion » How to avoid polygon faces render artifacts?
- Grendizer
- 375 posts
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Thanks VERY MUCH guys!! Here's how I fixed it:
- For the black parts needing piano lacquer : I put a normal node at the bottom, just before the “OUT” null, with these settings:
Group Type = guess from group
Add normals to = points or vertices
Cusp angle = 60 but it doesn't seem to have an effect
Weighting method = by face area
- For the metallic parts needing Titanium: anisotropy and anisotropy direction at 0.
- I would add that I have a Facet node at the top of the network (just below the “object merge” node) with “cuspt polygons” checked and its angle is 30.
Thanks again you rock
- For the black parts needing piano lacquer : I put a normal node at the bottom, just before the “OUT” null, with these settings:
Group Type = guess from group
Add normals to = points or vertices
Cusp angle = 60 but it doesn't seem to have an effect
Weighting method = by face area
- For the metallic parts needing Titanium: anisotropy and anisotropy direction at 0.
- I would add that I have a Facet node at the top of the network (just below the “object merge” node) with “cuspt polygons” checked and its angle is 30.
Thanks again you rock
Edited by Grendizer - 2018年7月27日 03:05:40
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