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About GeordieM

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  1. Try exposing each component element of a float3 parm out as a separate float parm and see if that makes a difference. I have experience with other engines and Houdini engine but not Unity but this helped in my experience. Also I'd suggest just creating a UI debug OTL and start with the simple UI like ints and floats then add different parm types and test in Unity every time you add one. G
  2. ForEach SOP loop over point groups

    Had some more problems but sorted them out: 1. I'd deleted and re-added the Each SOP which had nuked it's connections to the ForEeach SOP 2. had hou.node("..").stampValue("FORVALUE", 0) instead of hou.node("..").stampValue("FORVALUE", "") which was forcing the output to 0. TNKS! G
  3. ForEach SOP loop over point groups

    Thanks! Arrg missed that check box
  4. Hi all, I have point data that doesn't have any primitives but it's partitioned into groups. I'd like the ForEach SOP to loop once per group. I've seen examples of this working for primitive groups: http://forums.odforce.net/topic/15277-how-to-access-the-iterating-group-inside-foreach-sop/ But I can't get it to work for point groups. Any suggestions? Thanks! G
  5. Ambient Occlusion SOP and/or ray casting in VEX

    As usual I find the answer just after I post something. Intersect() VEX...
  6. Hi all, I'm writing tools to extract data from a mesh and I need to calculate AO per point. I know how to calc the AO but I can't see any built in VEX functions that allow ray casting in the SOP context. FastShadow() would be perfect but won't work in SOP VEX. I've written my own ray/triangle hit test in vex which works but probably not the fastest way to do. Also are there any built in SOPs that can create per point AO that I might have missed? TNKS! G
  7. Haha so many colleagues So the Ray sop did the trick. I wanted to avoid adding the attribs directly to the VDB since it dubes the whole volume per attrib and I might need 15 or so attribs. I post an example file when I'm done. G
  8. TL;DR: How do I transfer/create attributes from geo faces & points to VDB to a point cloud? Hi all, I'm working on some vegetation scatter tech on poly objects. The problem is the input poly objects are non manifold and I need to cull the intersecting areas so vegetation is scattered only on the external surfaces. This is my currently work flow: Input Geo -> Poly Cap -> Convert to VDB = Input Geo -> Poly Cap -> Convert to VDB => Merge VDBs -> Scatter points on VDB for vegetation Apart from the poly cap not being the best this works pretty well until I want to create attributes for the vegetation, some need to be sourced from the input Geo and some need to be generated. What I was hoping to do was generate a point cloud from the VDB, then populated it with data and cache it to disk so I could do fast lookups on the data whenever I needed to spawn vegetation: -> Input VDB, process volumes, write data to point cloud Merge VDBs -> Scatter point ----------------------------------------------------> Sample data from point cloud The most simple example is I want an attribute present in the VDB/ point cloud identifying which areas were created with the poly cap so I know not to spawn points there as these would always be the back sides of the input geo. I've seen in the Polygon to VDB you can create attributes, and I can see it's created a VDB for each attrib, but how to i visualize this in any way? The Geometry Spread Sheet doesn't have a volume mode and I can't seem to get volume visualization SOP to do anything. What I want is something like how the scatter SOP works where it interpolates point attribs across a polygon and assigns the interpolated value to the scatter points, but for polygon -> VDB. Also, should I be skipping adding attribs to the VDB and assigning them directly to the point cloud? is there a better way of doing this whole thing? Thanks! G
  9. Sorry yeah forgot that, but am doing that correctly in my other hip file, 'll clean it up and post it soon
  10. Coolz, I wanted to do what I just uploaded but can't get to work with my specific example so must be something else going wrong...
  11. OK magnito I got you simple example working, I must be doing something weird in the other test I was making. There's a detail attrib called maxCount, set that to the max number of loops... TNKS! G foreachstop_working.hip
  12. Did anyone ever get this working?
  13. Convert Primitive type in Python

    Hi all, is there a Python function that can covert Primitive types in a Python SOP? I want the same functionality as the Convert SOP. I have Python code that creates a Tetrahedron prim and I want to convert it into Polygons so I can iterate over the faces. TNKS! G
  14. That's a bingo! Thanks! On a side note do you know what exactly is the displacement map representing? I was thinking it would be a 32bit combined wave height but it looks more like the displacement of three different noise channels?
  15. Hi all, has anyone played with exporting the displacement maps from an OceanEvaluate SOP? The SOP has a tab called "Export to Texture" and I want render out a 1024x1024 texture sequence of the wave displacement. If I hit the "Render Control..." button it gives me the option to set a resolution (in fact native is 1024) but the textures it renders are always 128x128. Am I doing something wrong or is this a bug? TNKS! G PS: It doesn't show it in the attached image but I've tried manually setting the resolution to 1024 but still get 128 render.