haggikrey

haggikrey

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vcc changes March 4, 2012, 5:26 p.m.

It makes the variable available for other functions and can be used in the lightloop to check if a light should affect specular color or not.

I thought the parameters have to be function parameters, but I simply tried it this way and it worked. So I suppose it was more a unexpected behaviour that it worked at all. And now it works as it has to … and my code does not work any more.

vcc changes March 4, 2012, 2:01 p.m.

For my shader translator tool I used this in pre-Houdini12 vex function:

void myLight( int illuminateDiffuse; int illuminateSpecular)
{
export int __nondiffuse = illuminateDiffuse == 0;
export int __nonspecular = illuminateSpecular == 0;
}


This code worked fine with Houdini 11 vcc compiler. Now I get a syntax error. It seems that the “export” statement is wrong here now. Is that correct?

HDK: speedup creating geometry Aug. 28, 2011, 6:55 a.m.

Thanks, meanwhile I tried another approach. The reason is indeed the point access in the loop. Now I create a GEO_Point() and do a particle->appendParticle() which is really fast too.

And.. yes you are right, the indices are wrong

Concerning geo files from maya. You are right, the geo format ist not too complicated. But I'd like to be able to write all types of geometry like nurbs, meshes, particles, curves, fluids as geo and as bgeo files. And to write clean bgeo files, this would take several weeks to find out how it has do be done correctly. Maybe I'll switch to an open source format like alembic, partio or field3d for data exchange. But at the moment I'll concentrate on clean export and on shaders. Then I'll streamline the procedures.