For when your points order don't match up nicely when Draping. I'm not a coder so I do what I can…..do not expect this to be bulletproof, some part can be clunky but I'm not a VEX expert so that's the best I can do.
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Houdini Indie and Apprentice » Vellum Drape Automatch
- vusta
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For when your points order don't match up nicely when Draping. I'm not a coder so I do what I can…..do not expect this to be bulletproof, some part can be clunky but I'm not a VEX expert so that's the best I can do.
Houdini Indie and Apprentice » Sweep profile scale gets distorted when applied to a non-aligned spine
- vusta
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much better file !!!
It is a tricky one….anyway, you'll see I've shifted point 0 off of the corner…if the 1st and last points are at the exact corner…it goes wonky…so I shifted it onto a straight section.
Weird.
EDIT: of course, I should know this since I did something similar in Max. Basically the logic of the polyframe is using 2 points to calc the direction…so either 1st or last point will end up being ‘alone’….so say on the last point…there's no more next point for it to look at, so I simply re use the last calculated direction…and hence shifting the 1st/last points here onto a straight section……works.
It is a tricky one….anyway, you'll see I've shifted point 0 off of the corner…if the 1st and last points are at the exact corner…it goes wonky…so I shifted it onto a straight section.
Weird.
EDIT: of course, I should know this since I did something similar in Max. Basically the logic of the polyframe is using 2 points to calc the direction…so either 1st or last point will end up being ‘alone’….so say on the last point…there's no more next point for it to look at, so I simply re use the last calculated direction…and hence shifting the 1st/last points here onto a straight section……works.
Edited by vusta - 2019年1月11日 01:30:23
Houdini Indie and Apprentice » Sweep profile scale gets distorted when applied to a non-aligned spine
- vusta
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did you deliberately want to confuse people with your file ? what was the point of having 2 billion things in it when all you should have in it was the 2 sweep objects illustrating the problem ?
Anyway, here's my file…no confusion here…straight to the point, don't have to spend half an hour looking for a needle in the haystack.
go into transform, rotate however you like with it, in polyextrude1, the inset controls the width of your frame.
Anyway, here's my file…no confusion here…straight to the point, don't have to spend half an hour looking for a needle in the haystack.
go into transform, rotate however you like with it, in polyextrude1, the inset controls the width of your frame.
Houdini Engine for 3ds Max » Stop Engine from loading on startup
- vusta
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no it doesn't. The pane is there but it doesn't auto start the session.
If you don't want to see the pane then……..logically, untick the next checkbox.
If you don't want to see the pane then……..logically, untick the next checkbox.
Technical Discussion » Is it possible to add more VEX Presets to Wrangle nodes?
- vusta
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don't see why not.
Open file VEXpressions.txt in: (naturally, BACK IT UP FIRST !)
C:\Program Files\Side Effects Software\Houdini 17.0.416\houdini\
scroll down about midway, there they all are…
#
# Attribute Wrangle SOP
#
attribwrangle/snippet
Color from Bounding Box
@Cd = relbbox(0, @P);
attribwrangle/snippet
Random Point Color:
float seed = 0.12345; // seed for rand
@Cd = rand(seed + @ptnum);
attribwrangle/snippet
Color Based on Threshold
int condition = (@P.x > 0) ? 1 : 0; // short form if() test
@Cd = set(condition, 0, 0); // write condition into red color
attribwrangle/snippet
Point Group on Threshold
string group = “mygroup”; // group name to add points to
int condition = (@P.x > 0) ? 1: 0; // short form if() test
setpointgroup(geoself(), group, @ptnum, condition);
@Cd = set( condition, 0, 0); // color if in group
attribwrangle/snippet
Fetch Second Input Cd Attribute
// Second input used as reference geometry
// Use prim and @primnum to get a matching primitive attribute.
@Cd = point(1, “Cd”, @ptnum);
go nuts adding your own I guess…..but BACK IT UP FIRST
Open file VEXpressions.txt in: (naturally, BACK IT UP FIRST !)
C:\Program Files\Side Effects Software\Houdini 17.0.416\houdini\
scroll down about midway, there they all are…
#
# Attribute Wrangle SOP
#
attribwrangle/snippet
Color from Bounding Box
@Cd = relbbox(0, @P);
attribwrangle/snippet
Random Point Color:
float seed = 0.12345; // seed for rand
@Cd = rand(seed + @ptnum);
attribwrangle/snippet
Color Based on Threshold
int condition = (@P.x > 0) ? 1 : 0; // short form if() test
@Cd = set(condition, 0, 0); // write condition into red color
attribwrangle/snippet
Point Group on Threshold
string group = “mygroup”; // group name to add points to
int condition = (@P.x > 0) ? 1: 0; // short form if() test
setpointgroup(geoself(), group, @ptnum, condition);
@Cd = set( condition, 0, 0); // color if in group
attribwrangle/snippet
Fetch Second Input Cd Attribute
// Second input used as reference geometry
// Use prim and @primnum to get a matching primitive attribute.
@Cd = point(1, “Cd”, @ptnum);
go nuts adding your own I guess…..but BACK IT UP FIRST
Houdini Lounge » Newbie looking for help with Billowy Smoke tutorial :-)
- vusta
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it's because under the hood, it has been re-designed. So the tute is pre-H17. For H17, the create density workflow has changed.
First, to see params in the tute, go to your Pyro shelf, rclick on an empty area>Edit shelf tab. go to Tools tab, scroll down to find Fluid Source, highlight it, accept. Now you'll see a new button called Fluid Source.
Click on it to create a node in your network, disconnect it, we just need the node to see its params….this is where you see the params as per the old tute.
But the new H17 workflow is changed. I'm a noob with pyro/FLIP so won't be able to help you further. Other gurus will chime in…..just be patient.
First, to see params in the tute, go to your Pyro shelf, rclick on an empty area>Edit shelf tab. go to Tools tab, scroll down to find Fluid Source, highlight it, accept. Now you'll see a new button called Fluid Source.
Click on it to create a node in your network, disconnect it, we just need the node to see its params….this is where you see the params as per the old tute.
But the new H17 workflow is changed. I'm a noob with pyro/FLIP so won't be able to help you further. Other gurus will chime in…..just be patient.
Technical Discussion » Edge fracture creates strips on cylinder?
- vusta
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and if you don't like the ONE and only one fracture pattern that edgefracture gives you…have a look here:
https://www.facebook.com/vustarama [www.facebook.com]
look at the Custom Edgefracture
https://www.facebook.com/vustarama [www.facebook.com]
look at the Custom Edgefracture
Edited by vusta - 2019年1月1日 17:15:21
Technical Discussion » Edge fracture creates strips on cylinder?
- vusta
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nothing…..think about it…it's called EDGE fracture.
The EDGE fractures are NOT like Voronoi, that CREATES new edges. Edgefracture must use existing edges. So your cyl is all ‘stripes’ or quad/grid structure…therefore it dictates your fracture pattern.
However if you remesh your cyl to get irregular egdes…well……no more quad/grid structure…no more stripes.
Now if you MUST retain the quad/grid structure as some sort of prerequisite but still want ‘irregular’ edges, then remesh the cyl, edgefrac the irregular cyl, get the non-shared edges and feed them into the 2nd input of the edgefrac on the orig cyl. The 2nd inputs are the guides.
I posted this on FB, and the idiots there are either too dumb or lazy to even look in my file to understand the logic……they told me to use remesh…..when I AM already using remesh in the logic…….couldn't be bothered to say hey idiot, look in my file…there's a remesh in there…
Anyway, hope you find the effort to look in my file, turn on the ‘visualizer’ and compare the diff between the ‘generic’ edges and ‘jaggies’ edges.
Quick illustration, on the left is generic…note the ‘stripy’ look, on the right, it's more jagged….BUT the edges are all original ie. stipulation is that you MUST use original edges and not remeshed edges but still give a non ‘stripy’ look.
(the generic logic is ‘findshortestpath’…therefore on a grid structure, shortespaths lead to straight lines).
The EDGE fractures are NOT like Voronoi, that CREATES new edges. Edgefracture must use existing edges. So your cyl is all ‘stripes’ or quad/grid structure…therefore it dictates your fracture pattern.
However if you remesh your cyl to get irregular egdes…well……no more quad/grid structure…no more stripes.
Now if you MUST retain the quad/grid structure as some sort of prerequisite but still want ‘irregular’ edges, then remesh the cyl, edgefrac the irregular cyl, get the non-shared edges and feed them into the 2nd input of the edgefrac on the orig cyl. The 2nd inputs are the guides.
I posted this on FB, and the idiots there are either too dumb or lazy to even look in my file to understand the logic……they told me to use remesh…..when I AM already using remesh in the logic…….couldn't be bothered to say hey idiot, look in my file…there's a remesh in there…
Anyway, hope you find the effort to look in my file, turn on the ‘visualizer’ and compare the diff between the ‘generic’ edges and ‘jaggies’ edges.
Quick illustration, on the left is generic…note the ‘stripy’ look, on the right, it's more jagged….BUT the edges are all original ie. stipulation is that you MUST use original edges and not remeshed edges but still give a non ‘stripy’ look.
(the generic logic is ‘findshortestpath’…therefore on a grid structure, shortespaths lead to straight lines).
Edited by vusta - 2019年1月1日 17:07:46
Houdini Indie and Apprentice » Dynamics Simulation Disabled message?
- vusta
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bottom right, is there a ‘no go’ icon ? it's a red circle with a line thru it.
click it, it should turn into a ‘brain’, meaning sim enabled, while the previous icon meant sim disabled.
click it, it should turn into a ‘brain’, meaning sim enabled, while the previous icon meant sim disabled.
Houdini Indie and Apprentice » Extrude Stairs
- vusta
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just FYI for those wondering what the heck is going on with the Extrude SOP.
If you dive inside the HDA and examine the extrude in either branch of the for loops, for Distance, you can easily put the cursor in the field then ALT+E to bring up the expression editor, easier to see the code that way. But for Extrusion Mode, to see code, rclick on the field>Expression>Edit Expression…then you can see the code behind it.
If you dive inside the HDA and examine the extrude in either branch of the for loops, for Distance, you can easily put the cursor in the field then ALT+E to bring up the expression editor, easier to see the code that way. But for Extrusion Mode, to see code, rclick on the field>Expression>Edit Expression…then you can see the code behind it.
Houdini Indie and Apprentice » Extrude Stairs
- vusta
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I'm not a coder….there is one simple wrangle tho….the extrude SOP is the building block, you can dissect the logic, I haven't hidden anything from prying eyes…..
Houdini Indie and Apprentice » Scattering points in a pattern
- vusta
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Houdini Indie and Apprentice » Extrude Stairs
- vusta
- 555 posts
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Edited by vusta - 2018年12月18日 18:43:52
Houdini Indie and Apprentice » Custom Edge Fracture
- vusta
- 555 posts
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Edited by vusta - 2018年12月18日 18:41:31
Technical Discussion » Slow down Font node speed?
- vusta
- 555 posts
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rint is round int…which is wrong…my bad….it should be just int…..so take out the r at the start…
Technical Discussion » Slow down Font node speed?
- vusta
- 555 posts
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Technical Discussion » Group points based on corner type
- vusta
- 555 posts
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Houdini Indie and Apprentice » ''Disable when'' with ordered menus?
- vusta
- 555 posts
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Houdini Learning Materials » Vellum - Cloth Self-Interaction/Collisions
- vusta
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my simple approach…..left substeps at default 1
I prepared 2 groups, the hankerchief and the pearls anticipating I would need to use them later..but turned out they weren't even needed
(sorry but I couldn't decipher all the complexities in your scene, so I could be on the wrong track, apologies if I am)
I prepared 2 groups, the hankerchief and the pearls anticipating I would need to use them later..but turned out they weren't even needed
(sorry but I couldn't decipher all the complexities in your scene, so I could be on the wrong track, apologies if I am)
Edited by vusta - 2018年11月15日 18:11:42
Houdini Engine for 3ds Max » Proper conversion of vertex attribute UVs
- vusta
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BrandonAin H spreadsheet itself. With the uvproject (Group Type Point), you see values for each point…in the 3 uv columns. For other ops…the 3 uv columns are no longer there.vusta
hope this helps but I found that the only one that works is the uvproject, set the Group Type to Points…works perfectly.
So I tested a uvpelt, then added a uvedit after so I can set the Group Type to Points…didn't work…tried other ‘ways’ to set the Group Type to Points…none worked.
So seems like there is some dark magic in the uvproject>Group Type Points that makes it work…
ahhhh….checked the spreadsheet, only the uvproject with Group Type = Points has uv set, all other uv operators…..uv's get all wiped out….
When you say the UVs are getting wiped out, do you mean that the UVs get wiped out in 3ds Max? If so, which build are you using? Recent daily builds of the plugin should not be experiencing this problem.
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