export VISUAL='emacsclient -c -a "emacs"'
to:
export VISUAL="emacsclient -c -a emacs"
export VISUAL='emacsclient -c -a "emacs"'
export VISUAL="emacsclient -c -a emacs"
Spawn Error: : No such file or directory
Error running emacsclient -c -a "emacs"
Argument list:
0: emacsclient -c -a "emacs"
1: /tmp/houdini_temp/hfs4526-9.tmp.vfl
.vlf
file, which I understand is supposed to temporarily store the code snippet for external editing. That .vfl
file is not in /tmp/houdini_temp
path. Perhaps it was not created because of an error which Houdini encountered trying to start Emacs, or maybe it was immediately removed by Houdini as a part of external editing routine (it assumed that the external editor was closed)? Interesting.
Docs
- EDITOR
(...)
If the VISUAL environment variable is set, then it is used instead of EDITOR
and started as a graphical process. In other words, the VISUAL environment
variable will override this and thus have no effect if VISUAL is also set.
If both the VISUAL and EDITOR variables are not set, then a default editor
(Windows Notepad, Mac OS X Text Edit, Linux GEdit) is used.
(...)
VISUAL
envar defined in my .xessionrc
export VISUAL='emacsclient -c -a "emacs"'
EDITOR
envar I keep in .zshrc
:export EDITOR="emacsclient -nw"
Houdini
No external editor set, pick one?
VISUAL
envar directly into houdini.env, nor if I define it in "Edit → Aliases and Variables → Variables". I'm not sure what's going on, so please advise guys.
if ((abs(a-b) / b) < threshold)
Docs
In traditional programming, these are generated by 0/0 or sqrt(-1), but in VEX most such operations are guarded so normally VEX will not produce NANs.
Docs
In traditional programming, these are generated by 1/0 or -1/0, but in VEX most such operations are guarded so normally VEX will not produce +Inf or -Inf.
fit
the original floating point range of the color into integers.int rgb8repr(float f){ return (int) (fit(f, 0, 1, 0, 255)); } if (@elemnum == 0) @Cd = set(0.29999 + 0.00001, 0.1 + 0.2, 0.15 + 0.15); if (@elemnum == 1){ @Cd = set(0.3, 0.3, 0.15 * 2); } float fr = @Cd.r; float fg = @Cd.g; float fb = @Cd.b; float r = rgb8repr(fr); float g = rgb8repr(fg); float b = rgb8repr(fb); i[]@RGB = array(r, g, b); printf("%d: (%f, %f, %f) --> (%d, %d, %d)\n", @elemnum, fr, fg, fb, r, g, b);
// Second wrangle int fequal, iequal = 0; int rgb[] = i[]@RGB; if (rgb == array(76, 76, 76)) iequal = 1; float t = 0.3; if (@Cd.r == t && @Cd.g == t && @Cd.b == t) fequal = 1; printf("%d: %d, %d, %d? %d\n", @elemnum, rgb[0], rgb[1], rgb[2], iequal); printf("%d: %f, %f, %f? %d\n", @elemnum, @Cd.r, @Cd.g, @Cd.b, fequal);
0: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
1: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
2: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
3: (0.000000, 0.873151, 0.861095) --> (0, 222, 219)
4: (0.974217, 0.515668, 0.000000) --> (248, 131, 0)
5: (0.000000, 0.984340, 0.193957) --> (0, 251, 49)
0: 76, 76, 76? 1
1: 76, 76, 76? 1
2: 76, 76, 76? 1
3: 0, 222, 219? 0
4: 248, 131, 0? 0
5: 0, 251, 49? 0
0: 0.300000, 0.300000, 0.300000? 1
1: 0.300000, 0.300000, 0.300000? 1
2: 0.300000, 0.300000, 0.300000? 1
3: 0.000000, 0.873151, 0.861095? 0
4: 0.974217, 0.515668, 0.000000? 0
5: 0.000000, 0.984340, 0.193957? 0
jsmackYou need to select some nodes, press and hold LMB on an output of one of them, drag the wires somewhere, then press down and hold the ALT key and finally release the mouse button. The program will drop a merge node connecting outputs of all selected nodes. Or alternatively, click on an output of one of the selected nodes, move the wires over a free space, then after pressing and holding the ALT key, LMB-click again.
what is it you're trying to get the alt key to do? for me it makes a context menu appear for selecting a wire connection
float a = 0.15 + 0.15; float b = 0.1 + 0.2; int equal = 0; if(a == b) equal = 1; else equal = 0; printf("%f == %f? --> %d\n", a, b, equal);
0.300000 == 0.300000? --> 0
indigosmThere's a checkbox labeled "Show Geometry Color" that can be used to toggle Cd attribute rendering in the viewport. It's right above "Transparency" toggle in Material section of Display Options. Alternatively, you can create a Cd visualizer and set it to a white constant color so it doesn't interfere with textures.
I saw there's a transparency toggle in the viewport options
Docs
If the Transparency option is off, cutouts are used instead. Any pixel with a final alpha value of 0.0 will not be drawn, otherwise the pixel will be drawn as if it were opaque.
jerry7I'm currently on the most recent production build, which is 20.0.547, and the floating gnomon is still barely visible for a human eye. The floating gnomon wasn't designed for humans, that's what I can tell you for sure.ajz3dWhat version?
2 * 3840 * 2160 = 16588800 [px^2]
5120 * 1440 = 7372800 [px^2]
7372800 / 16588800 = 0.4(4)
janettePerfect. That was the missing link. Thanks, Janette!
(...) click Update Rest Transforms From Skeleton. When the dialog comes up, select the Skeleton SOP and press Accept. The restlocal values should be updated.
constrain_transform_component
example [www.sidefx.com], each joint_*
TransformObject has some arbitrary restlocal
values typed in (Matrix4, I believe). This is not mentioned anywhere in the text, so my first question is: where do these values come from?create_character
Pack Folder SOP. It contains three vector spare parameters named point_?_t
filled with another set of arbitrary values. This is also not mentioned in the docs. What these parameters do and how their values were determined? Are they connected somehow to joint_*
TransformObjects? It doesn't look like they are.geo::DragPoints
, or dynamicpath::*
for example).