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Technical Discussion » H14 Floating view focus problem
- animatrix_
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If my tests are correct and the logs talk about the same issue, the focus issue is gone in the latest build (272). SESI took swift action in the in the face of this deadly bug
Technical Discussion » To VEX, or not to VEX...?
- animatrix_
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Kim is a well known Houdini artist but I wouldn't worry about VEX disappearing. Even if it does, VEX syntax can be learnt in a single day if you are familiar with C style languages. And if you are not, being familiar with C style languages always comes in handy.
Houdini Lounge » Houdini 15 Wishlist
- animatrix_
- 4520 posts
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RFE: MMB info display should highlight the new changes as well as deleted ones
As you can see, without really scanning the massive amount of info shown, I see what's new in this node.
The same highlighting should be done for new attributes, bbox size, center, bounds change, point number, prim number, vert and polygon number change, etc.
This way you can tell if your topology changed when you don't expect or if a new attribute is added when you don't want it. It might be hard to spot otherwise if there are tons of attributes.
Additionally you could also highlight the removed items like removed attributes or groups in red for example. Then you can tell those are gone.
You might think this could be confusing but if you put this list at the end of the MMB node display then it wouldn't be. Because then if you look up, you will only see what you really have but if you look down, you can see what's been removed. It could even show how much memory is saved there so you can be even more informed.
As you can see, without really scanning the massive amount of info shown, I see what's new in this node.
The same highlighting should be done for new attributes, bbox size, center, bounds change, point number, prim number, vert and polygon number change, etc.
This way you can tell if your topology changed when you don't expect or if a new attribute is added when you don't want it. It might be hard to spot otherwise if there are tons of attributes.
Additionally you could also highlight the removed items like removed attributes or groups in red for example. Then you can tell those are gone.
You might think this could be confusing but if you put this list at the end of the MMB node display then it wouldn't be. Because then if you look up, you will only see what you really have but if you look down, you can see what's been removed. It could even show how much memory is saved there so you can be even more informed.
Technical Discussion » To VEX, or not to VEX...?
- animatrix_
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1. VOPs are not complete. There are a lot of cases where VOPs don't have the equivalent functions available in VEX. The other way around is also true sometimes, but less common.
2. Reading VOPs takes more time for complex networks than VEX code IMO.
3. If you don't know VEX, you won't be able to use Snippet, Inline VOPs, nor VEX based custom SOPs.
4. If you don't know VEX, you won't be able to use Wrangle SOPs, and they are used all over the built-in nodes. So you won't be able to understand these when exploring the internals of the default tools.
5. Hand crafted VEX code is a lot more concise than the equivalent created in VOPs.
6. VEX is parallel, Python is not.
7. I am not SESI but VEX is so deeply integrated into Houdini that it's impossible for it to be destroyed. If it replaces hscript, that would be good news for me as it would open up more possibilities in Houdini.
2. Reading VOPs takes more time for complex networks than VEX code IMO.
3. If you don't know VEX, you won't be able to use Snippet, Inline VOPs, nor VEX based custom SOPs.
4. If you don't know VEX, you won't be able to use Wrangle SOPs, and they are used all over the built-in nodes. So you won't be able to understand these when exploring the internals of the default tools.
5. Hand crafted VEX code is a lot more concise than the equivalent created in VOPs.
6. VEX is parallel, Python is not.
7. I am not SESI but VEX is so deeply integrated into Houdini that it's impossible for it to be destroyed. If it replaces hscript, that would be good news for me as it would open up more possibilities in Houdini.
Technical Discussion » How to make a geometry follow the vertex from a carve node?
- animatrix_
- 4520 posts
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You can bring in your carved curve point and then copy your particle sim on it using the Copy SOP. You should add the required attributes to the point on the curve to have proper control over the alignment of your particles as a whole.
Take a look at this node which does exactly that at the SOP level:
http://www.orbolt.com/asset/animatrix::pathFollow::1.00 [orbolt.com]
Take a look at this node which does exactly that at the SOP level:
http://www.orbolt.com/asset/animatrix::pathFollow::1.00 [orbolt.com]
Houdini Learning Materials » Importing smoke streamers into SOP
SI Users » Modelling questions from Softimage
- animatrix_
- 4520 posts
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Hi,
1. In Houdini, it works differently. You can make an HDA that takes an edge and uses PolySplit underneath with the right options.
2. Similar to #1, you don't select an edge and split but it can be done. There is EdgeDivide but its Connect Points option doesn't work always.
You can try these tools and add them to your HDAs to have automatic edge loop/ring selection and perform some operations on them:
http://www.orbolt.com/asset/animatrix::selectEdgeLoop::1.00 [orbolt.com]
http://www.orbolt.com/asset/animatrix::selectEdgeRing::1.00 [orbolt.com]
http://www.orbolt.com/asset/animatrix::slideEdges::1.00 [orbolt.com]
3. There isn't an automatic Bridge Polygons built-in but you can make one. Something that works like modo's Bridge tool would be pretty useful but it's gonna take some work, but it can be done as an HDA.
4. You can use something like this for Z:
$TZ > 0.5
Hope it helps.
1. In Houdini, it works differently. You can make an HDA that takes an edge and uses PolySplit underneath with the right options.
2. Similar to #1, you don't select an edge and split but it can be done. There is EdgeDivide but its Connect Points option doesn't work always.
You can try these tools and add them to your HDAs to have automatic edge loop/ring selection and perform some operations on them:
http://www.orbolt.com/asset/animatrix::selectEdgeLoop::1.00 [orbolt.com]
http://www.orbolt.com/asset/animatrix::selectEdgeRing::1.00 [orbolt.com]
http://www.orbolt.com/asset/animatrix::slideEdges::1.00 [orbolt.com]
3. There isn't an automatic Bridge Polygons built-in but you can make one. Something that works like modo's Bridge tool would be pretty useful but it's gonna take some work, but it can be done as an HDA.
4. You can use something like this for Z:
$TZ > 0.5
Hope it helps.
Houdini Lounge » Post your favourite Wrangle SOP presets
- animatrix_
- 4520 posts
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Proximity
Preset attached complete with parameters.
Preset attached complete with parameters.
int source = chi("source"); int index = 1 - source; int maxpts = chi("maxpts") + index; int handle = pcopen ( source, "P", @P, ch("maxdist"), maxpts ); int count = pcnumfound ( handle ); if ( count > index ) { int pt = pcimportbyidxi ( handle, "point.number", index ); float dist = pcimportbyidxf ( handle, "point.distance", index ); i@nearestpt = pt; @nearestdist = dist; } i@nearestcount = count - index; pcclose ( handle );
Edited by animatrix_ - 2023年12月10日 09:28:42
Technical Discussion » Giving Pt's an specific point#
- animatrix_
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I made a simple file showing it. So you can just use the local variable in the Group SOP instead of point expression. But defining specific values by hand for each point becomes tedious in any method AFAIK.
If it's a huge list, AttribWrangle in Detail mode would help where you could set point attributes using setpointattrib function per point.
As for Animatrix, thanks for your support, appreciate it
If it's a huge list, AttribWrangle in Detail mode would help where you could set point attributes using setpointattrib function per point.
As for Animatrix, thanks for your support, appreciate it
Technical Discussion » array return types for Attribute Wrangler SOP
- animatrix_
- 4520 posts
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Hi Jeff,
What about defining your functions in the Outer Code section of a Snippet VOP? Last April I was told:
“It also isn't allowed in the attrib vop, in your file what is happening is the outer-code section is being abused to define a function, something that will crash and burn when you cut & paste that node.”
Is this still an issue or has it changed?
Also on the topic of rewriting the grammar, would this also put other features in the plans, such as generics, classes, etc? That would be the ultimate xmas gift of all time
What about defining your functions in the Outer Code section of a Snippet VOP? Last April I was told:
“It also isn't allowed in the attrib vop, in your file what is happening is the outer-code section is being abused to define a function, something that will crash and burn when you cut & paste that node.”
Is this still an issue or has it changed?
Also on the topic of rewriting the grammar, would this also put other features in the plans, such as generics, classes, etc? That would be the ultimate xmas gift of all time
Technical Discussion » Giving Pt's an specific point#
- animatrix_
- 4520 posts
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Hi,
Point numbers can not have gaps. You can easily do this by using another point attribute such as ptnum. Then use this attribute in your groups.
Point numbers can not have gaps. You can easily do this by using another point attribute such as ptnum. Then use this attribute in your groups.
Technical Discussion » How do you create groups in an attribute VOP?
- animatrix_
- 4520 posts
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jlait
It seems I was wrong…. Sadly, groups are integer, so @foo = 1 will fail to bind to the group, forcing you to do i@foo = 1.
Bug: 67283 is now present to reflect the fact we should allow float vex variables to bind to groups.
Thanks Jeff, looking forward to it
Houdini Lounge » Why SESI doing this?
- animatrix_
- 4520 posts
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I think he means blackbox in the way that you don't have any knowledge of its internal workings.
IMO unless the inner workings of the tool is not supposed to be modified i.e. delaunay triangulation, etc, a hybrid approach is much better as it provides both flexibility and speed. So the parts that take a lot of time should be implemented as compiled operators where it makes sense not only from a performance POV but also the intent, i.e. reusability.
This way you can have the best of both worlds.
IMO unless the inner workings of the tool is not supposed to be modified i.e. delaunay triangulation, etc, a hybrid approach is much better as it provides both flexibility and speed. So the parts that take a lot of time should be implemented as compiled operators where it makes sense not only from a performance POV but also the intent, i.e. reusability.
This way you can have the best of both worlds.
Houdini Lounge » vopsop H14?
- animatrix_
- 4520 posts
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grayOlorin
If you look at the manual group syntax, however, it is nice that I can do something like @P.y> 0.5 to create a group on the fly..! Would love to just ve able to do that everywhere
+1
Houdini Lounge » vopsop H14?
- animatrix_
- 4520 posts
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Hi,
You can also use something like this which can create multiple local variables at once so you wouldn't have to clutter your VOP networks:
http://www.orbolt.com/asset/animatrix::attribVarmap::1.00 [orbolt.com]
You can also use something like this which can create multiple local variables at once so you wouldn't have to clutter your VOP networks:
http://www.orbolt.com/asset/animatrix::attribVarmap::1.00 [orbolt.com]
Technical Discussion » volume sample from second volume vop input
- animatrix_
- 4520 posts
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Hi,
You need to turn off Autobind by Name in Volume VOP if you want to use the default volume output which is bound to density.
You need to turn off Autobind by Name in Volume VOP if you want to use the default volume output which is bound to density.
Houdini Lounge » Post your favourite Wrangle SOP presets
- animatrix_
- 4520 posts
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Peak SOP with the ability to use any attributes for Normal and Scale
I attached the preset that has the right parameters and mapping. You can add this to your tab menu and completely replace the standard Peak SOP.
float s = 1; if ( chi("scale") ) s = @scaleAttribute; @P += normalize ( @N ) * ch("amount") * pow ( s, ch("exponent") );
I attached the preset that has the right parameters and mapping. You can add this to your tab menu and completely replace the standard Peak SOP.
Edited by animatrix_ - 2023年12月10日 09:27:57
Houdini Indie and Apprentice » Q about the Soft Dots VEX node
- animatrix_
- 4520 posts
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Houdini Indie and Apprentice » Viewport Near Clip?
- animatrix_
- 4520 posts
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Houdini Indie and Apprentice » Show VOPSOP ramp control on Null
- animatrix_
- 4520 posts
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The real question: Is there a reason for making ramp parameter linking different than all other parameter types?
Ramps behave different in so many ways that sometimes I feel like it's a 3rd party plugin.
Ramps behave different in so many ways that sometimes I feel like it's a 3rd party plugin.
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