Marcus Ottosson
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Gradient Descent April 5, 2020, 10:41 a.m.
I ported the example to VEX, thought it might be helpful even though the thread is a few years now.
int numiterations = chi("number_of_iterations"); float gravity = chf("gravity"); float max_search_distance = chf("max_search_distance"); vector last_position = @P; for (int _i=0; _i < numiterations; _i++) { // Move with gravity // | // | // v vector new_position = last_position + set(0, -gravity, 0); // Resolve collision // // _____| // / | // / |\ // / v --> // \____ // last_position = minpos(1, "", new_position, max_search_distance); int ptnum = addpoint(0, last_position); setpointattrib(0, "id", ptnum, @ptnum); }
Feed Maya shape node with geo from Houdini May 15, 2010, 5:36 a.m.
That look absolutely marvelous, SYmek. Will to some reading up on it.
Feed Maya shape node with geo from Houdini May 14, 2010, 6:32 p.m.
Did some checking up on COM as well which looks interesting.
Please forgive my poor programming knowledge but, to use COM, one would essentially need to write plug-ins for both Houdini and Maya, right?
Please forgive my poor programming knowledge but, to use COM, one would essentially need to write plug-ins for both Houdini and Maya, right?