# f1480187

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1. ## Condition for choosing between Polyextrude or Polyfill

Best way is to deal with it upstream than post-process collapsed geometry. How about grouping unshared points and counting them using npointsgroup() expression function? Grid will have plenty of points in that group, while piece missing a quad will have only 4. Condition_problem_fix.hipnc
2. ## dealing with ramp using python

# Initialize new ramp. node = hou.pwd() ramp_parm = node.parm('ramp') bases = [hou.rampBasis.Linear] * 5 keys = [0.0, 0.125, 0.25, 0.375, 0.5] values = [0.0, 0.25, 0.5, 0.75, 1.0] ramp = hou.Ramp(bases, keys, values) ramp_parm.set(ramp) # Add multiple points to existing ramp. node = hou.pwd() ramp_parm = node.parm('ramp') ramp = ramp_parm.eval() bases = list(ramp.basis()) + [hou.rampBasis.Constant] * 4 keys = list(ramp.keys()) + [.5, 0.625, 0.75, 0.875] values = list(ramp.values()) + [0.25, 0.5, 0.75, 1.0] ramp = hou.Ramp(bases, keys, values) ramp_parm.set(ramp) # Change first point value from 0.0 to 1.0. node = hou.pwd() point1_val = node.parm('ramp1value') # Point indexing starts from 1. point1_val.set(1.0) python_ramp.hipnc
3. ## Need two decimals

Using Python: 'Time: %.1f' % hou.time() Using VEX sprintf(): // Detail wrangle. s@num = sprintf("%.1f", @Time); in Font node: Time: `details("../attribwrangle1", "num")` format_font.hipnc
4. ## Filter node children's output with python

This is the proper way, I think. It is commonly used in \$HH/python2.7libs to filter nodes by type: https://pastebin.com/EnmhzJKj You can use list comprehensions to make it one-liner: vops = [c for c in node.children() if c.type().name() == 'vopsurface']
5. ## python - node calls itself

In the Operator Type Properties → Scripts tab select "On Created" event handler, change "Edit as" to Python. Here is basic code: node = kwargs['node'] node.setName('some_special_name') For default operators you need to make a shelf tool and create node and change it's name manually in the tool script. Custom assets also use tool script. In Operator Type Properties → Tools tab and the tool script looking like this: import soptoolutils soptoolutils.genericTool(kwargs, '\$HDA_NAME') The function call at the last line returns fully created node instance. After On Created event was executed. You can use it too: import soptoolutils node = soptoolutils.genericTool(kwargs, '\$HDA_NAME') node.setName('some_special_name') It's more logical to use On Created, but sometimes it doesn't work. For example, if I remember correctly, you can't set node position in it, it will be overridden.
6. ## Extract nodes from OTL

asset_node = hou.node('/obj/geo1/my_asset') file_nodes = [c for c in asset_node.allSubChildren() if c.type().name() == 'file'] hou.copyNodesTo(file_nodes, asset_node.parent())
7. ## Shortcut - run script in network view

Create a shelf tool from the script. You will find Hotkeys tab here:
8. ## Python Question

Does it cause problems? It is for display. There is no relative or absolute nodes in HOM, as far as I know.
9. ## Measure Curvature

Curvature usually works nice on dense and smooth meshes. There is no general method to measure curvature on all kinds of inputs. The one on Measure node probably has to do something with averaged point normals on the neighbours. It also scale-dependent, so, if you scale box by number of divisions (hence maintaining size of quads) it will stay at 1.41421. It is a square root of 2, which has nothing to with the problem, but I still want to point it out. I recommend @petz uploads on curvature. Various mesh curvature algorithms, including mean and gaussian curvatures, also principal curvature directions: Same but using VDBs:
10. ## UV Flatten distorted plane

Smoothing geometry may help a bit. It will leave UVs straightened and tileable and reduce interpolation zigzags. It will also help UV Flatten to output proper geometry without such big distortion. Also you may try Delta Mush, it may simulate results you need. Swap UV with P, then apply DM on straightened UVs using UV Flatten output as a second input: delta_mush_uv.hipnc
11. ## VEX on Copy To Points

Named constant defined in \$HH/vex/include/math.h: #define XFORM_XYZ 0 // Rotate order X, Y, Z If you apply rotation in different order, like, pitch→yaw→roll or roll→yaw→pitch, resulting orientation will be different. It is not same as swapping axes (using Z angle as X and X angle as Z) because changing order doesn't change axes (X will work like pitch with XYZ and ZYX). You will see difference if you set non-zero angles for all axes and try different constants.
12. ## VEX on Copy To Points

Need all 4 components to have meaningful values to define orientation. You can convert from Euler (in radians) like this: @orient = eulertoquaternion(set(rotate_X, rotate_Y, rotate_Z), XFORM_XYZ); It is equivalent of this (for XYZ order): float cos_x = cos(rotate_X/2); float sin_x = sin(rotate_X/2); float cos_y = cos(rotate_Y/2); float sin_y = sin(rotate_Y/2); float cos_z = cos(rotate_Z/2); float sin_z = sin(rotate_Z/2); @orient = set(cos_z * sin_x * cos_y - sin_z * cos_x * sin_y, cos_z * cos_x * sin_y + sin_z * sin_x * cos_y, sin_z * cos_x * cos_y - cos_z * sin_x * sin_y, cos_z * cos_x * cos_y + sin_z * sin_x * sin_y);
13. ## Building Corners Auto Groups

Not sure if VEX would be handy there. Here is same thing without bevel and transfer: vu_AutoGroups_.hipnc
14. ## Connect Adjacent Peices to Polygons

Triangulate 2D?
15. ## Simple noise expression on float value

1. After you add noise to the parameter (example expression: "noise(\$T, 0, 0)"), Shift+Click on the parameter field to open Animation Editor. It will show the graph you are looking for: 2. Noise in 1D/2D/3D can be visualized in many ways using SOPs: visualize_noise.hipnc
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