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About probiner

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  1. Thanks adrianr. I'm done! CurveInterpolation_web.hipnc
  2. Just having a hard time to imoport the @numpt of another mesh. Doesn't seem to be a point attribute. I would like to have int psize = 8; with something like: int psize point(1, "numpt", 0); Where 1 a second input. Below my attempt to get numpt from another mesh in VOPs. Always retuns 0. I expected 4. Dunno...
  3. Thanks, that led me to the answer: int psize = 8; int grpnum = @ptnum % psize; setpointgroup(0, sprintf("%s%d","grp_",grpnum), @ptnum, 1); setpointgroup seems to be way to go! Cheers
  4. How do I manipulate a group name? Here I'm onto grouping the corresponding points of similar mehes, so that I can then connect them. I got it working but not for any situation, here it works for a cube with 8 points int grpnum = @ptnum % 8; @group_grp_0 = (grpnum == 0); @group_grp_1 = (grpnum == 1); @group_grp_2 = (grpnum == 2); @group_grp_3 = (grpnum == 3); @group_grp_4 = (grpnum == 4); @group_grp_5 = (grpnum == 5); @group_grp_6 = (grpnum == 6); @group_grp_7 = (grpnum == 7); So, I'm trying to do a version without explicit lines, just a loop for n points, not just 8. int psize = 8; int grpnum = @ptnum % psize; for (int i = 0; i < psize; i++) { @group_grp_i = (grpnum == i); } Where it says @group_grp_i, I would like 'i' to be the iteration value. As is, it just makes it all named grp_i, not grp_0, grp_1, grp_2.... etc. Thanks! GroupSamePoints.hipnc
  5. video: https://streamable.com/rf94pWhat's the cubic attribute?
  6. Thanks guys, indeed when reading mestela's wiki I've noticed him saying he always forgets to initiate them and I didn't get it at the time, because I thought it only meant for new attributes, not custom ones which signature is not well established. Cheers! Yeah I'm wondering if I'm going the right path with my approach. Also with the fact from what I can see, you have to go outside VOP or Attribute Wrangle to change the context of data (point, vertex, prim, detail) is a bit disheartening.
  7. So here's a simple index array on which I try to get the lenght of in Attribute Wrangle. But it throws an error like it wants vectors, so I'm left wondering if this is the right function to use or the code is missing something. Thanks.
  8. Yeah but, then the data/vectors are rooted at the point/prim centroid... I neither wish to copy it to the elements or see data rooted on them. I just want to see that vector not per point. Imagine when I try to see an array of vectors. I'll see an array per point as well when just want to see the array? Feature request material?
  9. Is there any point in using Attribute VOP set to Detail? I have been trying to use it because when I want to do calculations that are not mesh element dependent, in my mind, doing it in Detail will have better performance. But it seems I can't visualize them, so I wonder if I'm having some "wrong thinking" out of this. Example: I have a 0,1,0 vector on a Bind Export. It's visualized in both Primitive and Points, but not in Detail. You can see it color (green) but no vector or marker. I was expecting markers at the origin and vector rooted at the origin. But nothing. Let me know how Detail should be visualized. Thanks
  10. I got help from @amm in SE forums, just through of exposing the problem here as well since someone might see it with more simplicity than I am. In XSI when Lofting surfaces one can have knot based distribution or uniform distribution from start to end. Uniform distribution in action. It's important because of queries using UV values: Here's where I got now, and I'm wondering if there's a simpler way of doing this, with less nodes. Scene attached. Thanks Uniform Distribution.hipnc
  11. So, unless I'm seeing it wrong there's no VOP Random node that allows you to input seed, offset and the two limits for the distribution. So I've decided to make one and tried to make it accept either integer or float in the Seed and Offset inputs, by using a signature. One issue I noted though is that as the inputs data type change, the UI vanishes. Is there a way to address this so that as that change takes place I keep UI functionality? Thanks
  12. Thanks a lot, page bookmarked! The extra space bit about transformation in and out of the object is a nice touch, eetu Cheers
  13. Yeah this is something I do in other fields, but usually with communities that are less unaware of each other. Makes sense, thanks. Thanks for the compliment, still a lot to learn in Houdini (That steep curve...) Cheers
  14. I'm looking into access an objects' poses in VOP. I've found the corresponding Python attributes I'm interested in but not for VOP I can get an items local Translation for example with ch("objectpath/tx") | ch("objectpath/ty") | ch("objectpath/tz"), but I have no idea for local and global matrix components. Thanks
  15. As I'm learning Houdini I wonder if I could just poste the same question in both forums or there are perceived different uses for both that I could/should take into account when doing my inquiries. Let me know, thanks.