Hi
I have an attribute wrangle set to point.
I'm trying to figure out how to get the name of the node connected at @OpInput2.
I tried gettattribute like this:
s@theName;
getattribute(@OpInput2, @theName, “detail”, “name”, 0);
But it doesn't work. What am i doing wrong?
-b
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Technical Discussion » Attribute Wrangle: Get node name from @OpInput2?
- bonsak
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Houdini Indie and Apprentice » Houdini indie export to Cycles(standalone)
- bonsak
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They'd vex you and put you in a bgeo-suit before they copy stamp you all the way back to a maximum security cache some where in a blackboxed hda.
-b
-b
Technical Discussion » Set position of primitive in attribute wrangle
- bonsak
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Technical Discussion » Set position of primitive in attribute wrangle
- bonsak
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Hi
I have a grid and an attribute wrangle set to Primitives:
printf(“%g”, @P);
@P = set(0,0,0);
I can print P but i can't set it. Is there an other way to set the position of a primitive other looping through it's points?
Any help appreciated.
-b
I have a grid and an attribute wrangle set to Primitives:
printf(“%g”, @P);
@P = set(0,0,0);
I can print P but i can't set it. Is there an other way to set the position of a primitive other looping through it's points?
Any help appreciated.
-b
Technical Discussion » New 3d model search engine
- bonsak
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Houdini Indie and Apprentice » references to nodes outside....
- bonsak
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I get the same errors with including a Chop network with Chop nodes inside a digital asset. If i delete all nodes inside the chop-net i get no errors.
No sure why this happens.
-b
No sure why this happens.
-b
Technical Discussion » houdini 14, No arguments remind in pythonshell
- bonsak
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Houdini Engine for Unity » Exposing geometry parameters upstream
- bonsak
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If you insert an Object Merge and a Transform that references the original sphere, will that work in Unity?
-b
-b
Houdini Indie and Apprentice » moving from apprentice to indie
- bonsak
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Technical Discussion » Using a POP network to turn a point cloud into particles
- bonsak
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Check out Rohan's tutorial on particles for how to apply more random forces to particles. There are many more but the principle is basically the same: https://vimeo.com/95644892 [vimeo.com]
For the liquid fracturing theres a ton of tutorials about fracturing and dynamics. So if you nail the particle force randomness, the fracturing wont be a problem
Good luck!
-b
For the liquid fracturing theres a ton of tutorials about fracturing and dynamics. So if you nail the particle force randomness, the fracturing wont be a problem
Good luck!
-b
Houdini Indie and Apprentice » Renderman Support for Apprentice
- bonsak
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Technical Discussion » Using a POP network to turn a point cloud into particles
- bonsak
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Technical Discussion » Using a POP network to turn a point cloud into particles
- bonsak
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Not sure i understand what you want to do
Right now your'e emitting the same amount of particles pr frame as there are points in “grp_particles” and they live for one second?
-b
Right now your'e emitting the same amount of particles pr frame as there are points in “grp_particles” and they live for one second?
-b
Technical Discussion » Using a POP network to turn a point cloud into particles
- bonsak
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Hi
Your npoints expression needs to point one level higher: “../../create_particle_system” not “../create_particle_system”
“../” just points to the same level
Cheers
Bonsak
EDIT: And your “Life expectancy” should probably be set to 1/“your frame rate” unless you want them to live for a full second.
Your npoints expression needs to point one level higher: “../../create_particle_system” not “../create_particle_system”
“../” just points to the same level
Cheers
Bonsak
EDIT: And your “Life expectancy” should probably be set to 1/“your frame rate” unless you want them to live for a full second.
Technical Discussion » global vex include
- bonsak
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mrWolfHehe. As simple as that
A workaround that just came to my mind is simply to save a default preset for the wrangle nodes that always contains an #include line pointing to a certain .vfl file containing, for instance, general purpose functions.
Not ideal, but it should do the job.
-b
Technical Discussion » global vex include
- bonsak
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mrWolfIt would be great if that was possible. Maybe you have to make your own plugin (hdk) for this to work though. http://www.sidefx.com/docs/hdk14.0/_h_d_k__vex_op.html [sidefx.com]
Basically an “include” that works at the session level, instead of the node level. I've already asked this question around and never got an answer. I guess it's not possible.
EDIT: Not that i know how to do that
-b
Technical Discussion » global vex include
- bonsak
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Hi
Not sure if this is exactly what your'e after but if you put your vfl's anywhere in the $HOUDINI_VEX_PATH or in $HOME/vex/include. Then you can include them in your wranglers:
#include <my_external_vex.vfl>
-b
Not sure if this is exactly what your'e after but if you put your vfl's anywhere in the $HOUDINI_VEX_PATH or in $HOME/vex/include. Then you can include them in your wranglers:
#include <my_external_vex.vfl>
-b
Technical Discussion » Q: How to debug parameters in shaders
- bonsak
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Hi
See attachment: The parameter in “obj/geo1/param1” is set to “Export: Always”. “myParameter” shows up in the Geometry Spreadsheet as expected.
Is there a similar way to get read outs of parameters added to vop materials. Like in “obj/shopnet1/vopmaterial1/param1”?
Or is there other ways to debug parameters in shaders?
I tried to add an “Inline Code” node in the material (“obj/shopnet1/vopmaterial1”) and adding a printf() statement in the “Inline Vex Code” section, but it doesn't seem to work in osx even if i start from the command line.
The “Print” node doesn't seem to work either.
Any help appreciated.
-b
Edit: Forgot to check “Output Text To Console” in the print node but it does't change anything.
See attachment: The parameter in “obj/geo1/param1” is set to “Export: Always”. “myParameter” shows up in the Geometry Spreadsheet as expected.
Is there a similar way to get read outs of parameters added to vop materials. Like in “obj/shopnet1/vopmaterial1/param1”?
Or is there other ways to debug parameters in shaders?
I tried to add an “Inline Code” node in the material (“obj/shopnet1/vopmaterial1”) and adding a printf() statement in the “Inline Vex Code” section, but it doesn't seem to work in osx even if i start from the command line.
The “Print” node doesn't seem to work either.
Any help appreciated.
-b
Edit: Forgot to check “Output Text To Console” in the print node but it does't change anything.
Work in Progress » VEXify Geometry
- bonsak
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Technical Discussion » Linux on Mac pro?
- bonsak
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It shouldn't be a problem. I just installed Ubuntu with Bootcamp on my late 2009 macpro 4.1. Just make sure your optical drive is still in your machine since Bootcamp looks for it when you reboot into the linux install rutine. You don't need the optical drive for anything. It just needs to be there
Have tried to install linux on my MBP where the optical drive had to go in favour of a SSD drive with no luck so far.
All you need is usb stick to boot from.
Good luck
Bonsak
Have tried to install linux on my MBP where the optical drive had to go in favour of a SSD drive with no luck so far.
All you need is usb stick to boot from.
Good luck
Bonsak
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