
Igor Synytkyi
Harry_S
About Me
Working on Upwork as 3d generalist for a team
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Generalist
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Kyiv,
Ukraine
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Houdini Engine
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Recent Forum Posts
Newb stuck on the start 2025年10月2日15:32
Hi guys
I`m working in 3dSMax for over a 10 years now and recently started learning Houdini. And at the first day of learning it the fact that you cannot apply the scale attribute to a mesh object but you can apply it to a point made me not only confused but pretty mad
I remembered some friends say "when you learn it more it will start to look pretty logical and intuitive". Well, it means that I haven`t learned it enough yet because wherever I look it just pure illogical hell to me.
I hope someone will explain at least any of these things to me, I will appreciate that :
1) Why points have wrong coordinates on some geometry objects like spheres and tors and ok on others like grids and boxes ? When I create a sphere from scratch on a new scene and turn on point visibility and numeration I see the points 0 and 1 appear to be the highest and lowest point of the sphere and in a viewport they are placed in the 0 coordinate of x and z axis (of course). But when I open geometry spreadsheet their coordinates are -2 , 0.5 , -5 and 3.6 , -0.5 , 9.7 respectively.
When I do same with grid or box everything is ok.
Whats going on ?
2) Why normal N attribute is 3 float by default and not vector ?
3) Why when I declare vector parameter whith a channel by typing "vector freq = ch ("freq");" and press "Create spare param" button it creates a non vector but single value float parameter ?
4) See attachment . Why when I type @P.y=sin(@P.x); in an attribute wrangler attached to a horizontal line it gives me spiral (like it should) but when I do same in point node's VEXpression field it gives me some weird line in viewport (and its P.x coordinates are changed for some reason as I see in the spreadsheet) and I need to type @P.x=self;@P.y=sin(@P.x);@P.z=cos(@P.x); in order for spiral to appear forcing P.x to stay same (not to be changed change by Point node like before). Meaning that point node affects P.x component even when I`m not touching it while wrangler only changes what you tell him to. It was tested on different versions of Houdini.
Thank you
I`m working in 3dSMax for over a 10 years now and recently started learning Houdini. And at the first day of learning it the fact that you cannot apply the scale attribute to a mesh object but you can apply it to a point made me not only confused but pretty mad

I hope someone will explain at least any of these things to me, I will appreciate that :
1) Why points have wrong coordinates on some geometry objects like spheres and tors and ok on others like grids and boxes ? When I create a sphere from scratch on a new scene and turn on point visibility and numeration I see the points 0 and 1 appear to be the highest and lowest point of the sphere and in a viewport they are placed in the 0 coordinate of x and z axis (of course). But when I open geometry spreadsheet their coordinates are -2 , 0.5 , -5 and 3.6 , -0.5 , 9.7 respectively.
When I do same with grid or box everything is ok.
Whats going on ?
2) Why normal N attribute is 3 float by default and not vector ?
3) Why when I declare vector parameter whith a channel by typing "vector freq = ch ("freq");" and press "Create spare param" button it creates a non vector but single value float parameter ?
4) See attachment . Why when I type @P.y=sin(@P.x); in an attribute wrangler attached to a horizontal line it gives me spiral (like it should) but when I do same in point node's VEXpression field it gives me some weird line in viewport (and its P.x coordinates are changed for some reason as I see in the spreadsheet) and I need to type @P.x=self;@P.y=sin(@P.x);@P.z=cos(@P.x); in order for spiral to appear forcing P.x to stay same (not to be changed change by Point node like before). Meaning that point node affects P.x component even when I`m not touching it while wrangler only changes what you tell him to. It was tested on different versions of Houdini.
Thank you
Simple question on "For each loop" (newb) 2023年7月25日8:03
tamte
you need to use points() [www.sidefx.com] function to get value of string attribute, not point()
so either
- switch the type of your Num attribute to Integer and it should work as is
or
- keep it as string, but use`points("../foreach_begin1", 0, "Num")`
The "points" variant worked! Its the easiest way to fix that (from all I've been suggested). Thank you. Just need to understand why "point" version haven't worked.
Simple question on "For each loop" (newb) 2023年7月24日10:02
Hi guys.
Im at the very beginning of my Houdini journey so Im sorry for such a newb question (might be easy to answer tho).
While learning "for each" method of copying I decided to make my own version of a test scene but it shows all numbers as zeros instead of 0 to 81 numbers.
What can be the problem how do you think?
Thanx.
PS : Actually my setup is almost identical to the one that Houdini has in its official tutor. (with exception that my parameter that should change on each iteration is string (font node) and original is number of division (geometry node)
Im at the very beginning of my Houdini journey so Im sorry for such a newb question (might be easy to answer tho).
While learning "for each" method of copying I decided to make my own version of a test scene but it shows all numbers as zeros instead of 0 to 81 numbers.
What can be the problem how do you think?
Thanx.
PS : Actually my setup is almost identical to the one that Houdini has in its official tutor. (with exception that my parameter that should change on each iteration is string (font node) and original is number of division (geometry node)