you need to connect geoinput0 to Inputs/next port
then you can middle click and rename to whatever you want, like: geo
and on Apex Invoke add 1 Input Binding and check Bind To Geometry and type the same name
you can also additionally pass dictionary attribute with some values you want to have access in APEX
see example
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Technical Discussion » Reading Packed Folder from Apex Edit Graph
- tamte
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Technical Discussion » how to create interactive point like topo_transfer?
- tamte
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it can be done using Python Viewer States
you can search for tutorial on that topic and also read through the docs
https://www.sidefx.com/docs/houdini/hom/python_states.html [www.sidefx.com]
you can search for tutorial on that topic and also read through the docs
https://www.sidefx.com/docs/houdini/hom/python_states.html [www.sidefx.com]
Technical Discussion » How import VDB into houdini?
- tamte
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https://www.sidefx.com/forum/topic/81580/#post-351400 [www.sidefx.com]
additionally you can also do File/Import/Geometry...
additionally you can also do File/Import/Geometry...
Edited by tamte - 2024年4月4日 13:14:52
Solaris and Karma » if you can't do something in Houdini, you can't do it in any
- tamte
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you can also just make your peace with that phrase not being true and would be very naive thinking it is
but of course for any specific RFEs feel free to elaborate as Houdini for sure could use some improvements in many areas, like as any other DCC
but of course for any specific RFEs feel free to elaborate as Houdini for sure could use some improvements in many areas, like as any other DCC
Solaris and Karma » The "correct" way to set up overscan for Karma H20?
- tamte
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while this doesn't seem to be currently possible (or even historically with Mantra), and it's been always common to just believe the correct data is being rendered in overscan regions it would be definitely helpful to be able to see them in viewport and Mplay, so please submit RFE
Technical Discussion » Calculate slope for attribute
- tamte
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Attribute Remap SOP and remap your slope based mask to produce values only in areas you want
Technical Discussion » Trigger Python SOPs
- tamte
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papsphilip
How would you go about grabbing a detail attrib as well in this example? detail attrib does not change per workitem though so the for loop is probably not needed?
myDetailAttrib = geo.attribValue("myDetailAttrib")
The only for loop thats not needed is the one for list comprehension unless the detail attrib value is an array or dict and you want to process that further for example
You still need the for loop per geo_files
You can also probably just use Geometry Import TOP if the only thing you are loading is detail attribs per file and then you will get them as workitem attributes
Edited by tamte - 2024年4月2日 15:57:21
Technical Discussion » Copy Cell Point Attributes (Voronoi Fracture)?
- tamte
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you can use it to copy attribtues from your second input points to the corresponding pieces
like if you have a custom index you want to later use to match piece to corresponding point, or simply just want to transfer any attribs
the dropdown menu may not list correct attributes (probably a bug of Attribute Copy SOP used internally which seems to list first input attribs instead of second), but you can type them in
like if you have a custom index you want to later use to match piece to corresponding point, or simply just want to transfer any attribs
the dropdown menu may not list correct attributes (probably a bug of Attribute Copy SOP used internally which seems to list first input attribs instead of second), but you can type them in
Edited by tamte - 2024年4月2日 02:47:34
Technical Discussion » Why is Vellum Cloth not affecting my whole model?
- tamte
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make sure your geo is unpacked and converted to polygons before applying vellum constraints
Edited by tamte - 2024年4月1日 14:32:16
Technical Discussion » Problem with curves Normal and Orientation
- tamte
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since your stadium is centered around 0, you can for example append Point Wrangle SOP after your polyframe1 node:
vector center = {0,0,0}; vector up = {0,1,0}; vector z = v@N; vector x = center - v@P; vector y = cross(x, z); if ( dot(y, up) < 0.0) v@N *= -1;
Technical Discussion » Scattered vellum object inflates on creation frame
- tamte
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you are most likely scaling down the grapes by having @pscale on your scatter points and because the grape constraints rest lengths are not scaled it will try to force them to inflate to their original lengths
try checking Update Rest State on your vellumunpack3
try checking Update Rest State on your vellumunpack3
Edited by tamte - 2024年4月1日 14:01:48
Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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yes, that should be correct
Voronoi Fracture should already compute constraints for you so you can also just connect RBD Configure (instead of Assemble) and RBD Constraint Properties after and pass both outputs from Voronoi Fracture through them
Voronoi Fracture should already compute constraints for you so you can also just connect RBD Configure (instead of Assemble) and RBD Constraint Properties after and pass both outputs from Voronoi Fracture through them
Edited by tamte - 2024年3月31日 22:22:30
Houdini Indie and Apprentice » Resample problem along surface periphery
- tamte
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mgbakersorry, I meant Poly Cut SOP, where you can specify points at which to cut the curve (corrected the previous post)
but the poly split sop looks like exactly what I needed.
Houdini Indie and Apprentice » Resample problem along surface periphery
- tamte
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mgbakerif by problems you mean not keeping the corners sharp you may always have that issue if the corner is within a single curve primitive as resampled point may not land exactly on the corner
And now I understand also why I was having problems in the corners of some other curves -- the connect end points takes care of that problem as well.
to mitigate that you can for example split the primitives at the corners into multiple prims using Poly Cut SOP, the fact it seemingly works in your case just by by checking that Connect End Points is just a coincidence of divisions aligning with corners
Edited by tamte - 2024年3月31日 22:15:26
Houdini Indie and Apprentice » Resample problem along surface periphery
- tamte
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it's because convertline2 converted your single curve primitive into curve primiteive per segment
fuse1 just fuses points but doesn't make them a single curve primitive again (and resample resamples per curve)
- replace fuse1 with Polypath SOP which will create a single polygonal curve out of all connected segmented curves and then resample would work
You can also experiment with Connect End points in case your points are not already fused
fuse1 just fuses points but doesn't make them a single curve primitive again (and resample resamples per curve)
- replace fuse1 with Polypath SOP which will create a single polygonal curve out of all connected segmented curves and then resample would work
You can also experiment with Connect End points in case your points are not already fused
Edited by tamte - 2024年3月31日 17:23:57
Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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before fracturing you can assign the same s@name to your elements that you want to be together
then in RBD Material Fracture or Voronoi Fracture nodes set Connectivity Partition to None
it will treat those pieces as one and still fracture and create constraints based on the voronoi cells only, ignoring the connectivity
then in RBD Material Fracture or Voronoi Fracture nodes set Connectivity Partition to None
it will treat those pieces as one and still fracture and create constraints based on the voronoi cells only, ignoring the connectivity
Technical Discussion » Holding model parts together without constraints in RBD?
- tamte
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Houdini Indie and Apprentice » watching "stop being afraid of houdini" sweep node issue
- tamte
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in a lot of cases when node changes drastically it's actually a new node type version
and you can revert to previous node type version [www.sidefx.com] and be able to follow tutorial
which is also the case with Sweep SOP
but then also this [www.sidefx.com] touches the topic a bit
and you can revert to previous node type version [www.sidefx.com] and be able to follow tutorial
which is also the case with Sweep SOP
but then also this [www.sidefx.com] touches the topic a bit
Edited by tamte - 2024年3月29日 12:36:19
Houdini Indie and Apprentice » Multiple UVlayouts into a UDIM layout
- tamte
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you can assign UDIM prim attribute to your individual geometries
then assuming your uva are on vertices and in 0-1 tile, you can do Vertex Wrangle to offset uv's to individual UDIM tiles based on prim udim attribute
and rename your textures with corresponding UDIM token
then assuming your uva are on vertices and in 0-1 tile, you can do Vertex Wrangle to offset uv's to individual UDIM tiles based on prim udim attribute
int udim = prim(0, "udim", @primnum); udim -= 1001; v@uv += floor(set( udim % 10, udim / 10 ));
and rename your textures with corresponding UDIM token
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