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About Maurits

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  • Name Maurits
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  1. raytrace

    Really cool project. Gone have a look at the code and the set up when i have the time.
  2. Cool project and some nice tricks for the creation of the reef.
  3. I wanted to see if I could play a video in Houdini using some python. With this as the result. Don't think it's the first time this is done but it is still nice to see. The result
  4. Hallo Julien I think you're current set up would return the same point every time it resulting in a array of 0's This is caused by the nearpoint function. This returns the first point it find near the provided coordinates with should be point 0. In addition you say to find the nearest point in the provided point group that only contains point 0. The following code should do what you wan't. int points_visited[]; // A list of points already visited int curr_point = 0; // current point to look from int max_distance = 100; // maximum search distance int max_points = 10; // max number of points to find vector P = point(0, "P", curr_point); //Stores the position of the points where looking from int handle; // variable for the point cloud for(int i = 0; i < 10; i++){ handle = pcopen(0, "P", P, max_distance, max_points); // Create a new point cloud containing all points in order from closest to farthest while(pciterate(handle)){ // Iterate over the point cloud pcimport(handle, "P", P); // Load new Position pcimport(handle, "point.number", curr_point); // Get point number if(find(points_visited, curr_point) < 0){ // See if point number is already in the visited array append(points_visited, curr_point); //if not add point to array pcclose(handle); // Close the PC break; // Stop the while loop } } } printf("%d\n", points_visited);
  5. Hallo Konstantin I finally had time to go trough my old work and find an example file. It takes a curve or line and creates transform handles for each point. The handles are then linked to parameters. From the parameters they could be linked back to attribute data. I't might be possible to directly attach handles to attribute data but i'm not sure about that. Hope this helps you on your way. custom handles.hipnc
  6. Not sure, I did what you advised and removed or changed some of the environment variables.But I got something to work with Getting VS to work is just a luxury for me now. Thanks for the help!
  7. Maybe this helps. its written for adding 45 degrees to the up normal, but the code could maybe also be used or converted to work for your goal. v@up; float angle = radians(45); float cs = cos(angle); float sn = sin(angle); @up.x = v@at.x * cs - v@at.z * sn; @up.z = v@at.x * sn + v@at.z * cs;
  8. Hey You can add handles and link them to parameters using hscript. What I did was use Python and from there call hscript to create handles, Unfortunately at this point in time i don't have any example code or files. Have a look at http://www.sidefx.com/docs/houdini/commands/pomadd But i do remember having difficulties deleting the handles afterwards, and having memory leaks. It's not much but hope it helps.
  9. I Got hcutom to compile a sample node, and it works in 16 event though hcustom crashes afterwards, but that could be the same as another post about it crashing on windows 10. Unfortunately Visual studio still fails to compile for me at this time. At least i can start with experimenting and learning to make node's / vex functions Unfortanite i't did not help I tried 2015 with the latest stable build of Houdini 16 but still it failed.
  10. I have a similar problem when compiling using hcustom.
  11. Unfortanite i't did not help I tried 2015 with the latest stable build of Houdini 16 but still it failed. HDK_test.log
  12. Hallo all. If been trying to get the HDK to work on my pc, but what ever I try it fails to compile. I tried both visual studio 2012 and 2015, and using the command line hcustom, I have 2 version of Houdini on my PC Houdini 15.0.465,Houdini FX 16.0.504.8 on a windows 10 pc. Searching for possible solutions didn't yield any results either, so I was hoping someone here could help me out. Thanks in advance . Included are the error logs for both VS. vs2012.txt vs2015.txt vc2012.log vs2-15.log
  13. I had a similar issue where after changing frame it would stop playing. From what I got out of it is that the set frame and play command are executed within a single frame and therefore do not work as intended. In my case I fixed is by setting the set frame on the start of the code and the play at the end, so by the time the play was called enough time had passed. The code below might offer some help. it used a event callback to see if the frame has changed to frame 1 before calling the play option. Afterwards it removes the callback. def outputPlaybarEvent(event_type, frame): if event_type == hou.playbarEvent.FrameChanged and frame == 1: print event_type hou.playbar.play() hou.playbar.removeEventCallback(outputPlaybarEvent) return False hou.playbar.addEventCallback(outputPlaybarEvent) hou.setFrame(1)
  14. Hey try in a wrangle sop: vector P2 = point(0, "P", @ptnum+1); v@normal = normalize(@P-P2); This will generate a normalised normal from point 0 towards point . But the basis is to subtract position B from position A. You do might have to add an exception for the last point so it used point 0.
  15. Looks a bit like a wormhole. but still look really nice