D'oh! Primitive seed option.
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Technical Discussion » Sticking scattered points on a varying number of curves
- jpparkeramnh
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Technical Discussion » Sticking scattered points on a varying number of curves
- jpparkeramnh
- 178 posts
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Hopefully an easy question, maybe I'm missing something…
I have a varying number (per frame) of “trail” lines and want to scatter points on them that stick frame-to-frame, no matter the prim count, however I can't get the scatter SOP to do this… is there a way?
Cheers,
Jon
I have a varying number (per frame) of “trail” lines and want to scatter points on them that stick frame-to-frame, no matter the prim count, however I can't get the scatter SOP to do this… is there a way?
Cheers,
Jon
Technical Discussion » Python: custom pre-flight check
- jpparkeramnh
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Technical Discussion » Python: custom pre-flight check
- jpparkeramnh
- 178 posts
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I assume Houdini runs a Python script for the pre-flight check. I want to get the list of file paths in a scene file in a similar way.
Where is the code that the menu command runs to do this?
Jon
Where is the code that the menu command runs to do this?
Jon
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
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This method doesn't seem to evaluate time correctly, which is OK in my specific case but doesn't seem very flexible. I need to access string attributes from a geometry object which don't import into CHOPS. See example.
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
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Tomas, is there a way to get the iteration number in that mode?
Edited by jpparkeramnh - 2019年10月11日 23:24:10
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
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Thanks Tomas, your static method probably works better than my convoluted method above…
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
- 178 posts
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Answer that I currently can see is…
Bring in with a Geometry CHOP set to Animated mode, followed by a Reorder CHOP set to “Numeric Suffix Sort”, then a Channel Wrangle CHOP set to “Over Samples and Every Nth Channels” and name everything there appropriately.
Bring in with a Geometry CHOP set to Animated mode, followed by a Reorder CHOP set to “Numeric Suffix Sort”, then a Channel Wrangle CHOP set to “Over Samples and Every Nth Channels” and name everything there appropriately.
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
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BTW, I'm doing this purely in order to run VEX in 64 bit precision, which is supported only in CHOPS and Lens shaders at the moment.
Technical Discussion » Channel Wrangle with Geometry CHOP as input?
- jpparkeramnh
- 178 posts
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Scratching my head on this…
What do I set the parameters on a Channel Wrangle CHOP to in order to modify point position data from a Geometry CHOP? I want to set it up so that the code can be similar to a Point Wrangle SOP.
I can't find a clear hint in the docs on how to do this.
Cheers,
Jon
What do I set the parameters on a Channel Wrangle CHOP to in order to modify point position data from a Geometry CHOP? I want to set it up so that the code can be similar to a Point Wrangle SOP.
I can't find a clear hint in the docs on how to do this.
Cheers,
Jon
Technical Discussion » VEX struct Q: pass by ref and modify members
- jpparkeramnh
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Technical Discussion » VEX struct Q: pass by ref and modify members
- jpparkeramnh
- 178 posts
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Before I go about converting a few thousand lines of C++ code to VEX, I have a question about passing structs as arguments to functions…
If I have a a struct as a function argument, is it passed by reference so I can modify the struct member values within the function?
for example:
If I have a a struct as a function argument, is it passed by reference so I can modify the struct member values within the function?
for example:
void update_marriage_status(userName user; string family_name) { user.last_name = family_name; } userName fred = userName("Fred", "Smith"); string married_surname = "Stephens"; update_marriage_status(fred, married_surname);
Edited by jpparkeramnh - 2019年10月5日 22:20:02
Technical Discussion » Non-meter Units
- jpparkeramnh
- 178 posts
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I would be surprised if all simulation nodes scale properly anyways. I don't think SideFX has done due diligence to ensure that is the case…
Technical Discussion » Callbackscript. Know previous value.
- jpparkeramnh
- 178 posts
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Use the cachedUserData method on a node to store intermediate values(or userData if you want it to be saved with the HIP):
https://www.sidefx.com/docs/houdini/hom/nodeuserdata.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/hom/nodeuserdata.html [www.sidefx.com]
Houdini Lounge » Very excited for siggraph 2019 "SOLARIS" and "sneak peek demo of new rendering technology"
- jpparkeramnh
- 178 posts
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Since RenderMan is mostly C++ now, mantra is the most flexible renderer available… I would hate for that to change.
Technical Discussion » vm_rendervisibility behavior on packed prims?
- jpparkeramnh
- 178 posts
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Tomas,
Thanks! I forgot to reply back and let you know that I did exactly what your example shows and it works great!
I haven't used style sheets (at all, really) until now and always assumed they carried the same limitations as trying to apply object-level overrides via a primitive attribute. Apparently you can apply render overrides with style sheets that you can't any other way, which actually gets rid a lot of limitations I've run up against. Cool!
Cheers,
Jon
Thanks! I forgot to reply back and let you know that I did exactly what your example shows and it works great!
I haven't used style sheets (at all, really) until now and always assumed they carried the same limitations as trying to apply object-level overrides via a primitive attribute. Apparently you can apply render overrides with style sheets that you can't any other way, which actually gets rid a lot of limitations I've run up against. Cool!
Cheers,
Jon
Technical Discussion » vm_rendervisibility behavior on packed prims?
- jpparkeramnh
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Thanks for the example Tomas!
I'm packing multiple geo types into a SOP asset and want the asset to carry the visibility settings with it, hence the SOP-level request.
Cheers,
Jon
I'm packing multiple geo types into a SOP asset and want the asset to carry the visibility settings with it, hence the SOP-level request.
Cheers,
Jon
Technical Discussion » vm_rendervisibility behavior on packed prims?
- jpparkeramnh
- 178 posts
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Thanks! I'm embarrassed to ask, but I see how I can apply style sheets at scene and object level… where do I apply them at SOP level?
Thanks,
Jon
Thanks,
Jon
Technical Discussion » vm_rendervisibility behavior on packed prims?
- jpparkeramnh
- 178 posts
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… or primitives in general.
Is there a way to control ray visibility on a primitive level?
Cheers,
Jon
Is there a way to control ray visibility on a primitive level?
Cheers,
Jon
Technical Discussion » How to use a virtual environment's python instead of the one that ships with houdini?
- jpparkeramnh
- 178 posts
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We're using Anaconda virtual environments successfully. Try those instead of the standard Python venv:
https://anaconda.org/ [anaconda.org]
https://anaconda.org/ [anaconda.org]
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