# probiner

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probiner
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1. ## Try Except in VEX alike in Python?

I don't have issues with division by 0 and I get you remark about optimization- I was just wondering if there was some way of doing this that I was missing.. My main issue is with variable types and functions/nodes that might break due to have a bad evaluation. and as far I as know I can't do a check on the variable type, neither create a variable with auto, so I was just checking if I can assess it another way around, by letting it fail, but do something else when it fails. Take this example, float array[] = set(value) will work for all the non-array float composites, float, vector3, vector4, matrix3, matrix4. But... But... it doesn't work with Vector2 or Matrix2. Which is an alternative route already because something like matrix + 1 doesn't work (adding 1 to each component), so I decided to flatten all out into an array of floats and iterate over them. But even that doesn't work with all types :/ float floatval = 1.23 ; float floatarray[] = set(floatval) ; f[]@floatarray = floatarray ; vector vectorval = {4,5,6} ; float vectorarray[] = set(vectorval) ; f[]@vectorarray = vectorarray ; matrix3 matrix3val = matrix3(ident()) ; float matrix3array[] = set(matrix3val) ; f[]@matrix3array = matrix3array ; vector2 vector2val = set(7,8) ; float vector2array[] = set(vector2val) ; f[]@vector2array = vector2array ; matrix2 matrix2val = set({0,1}, {2,3}) ; float matrix2array[] = set(matrix2val) ; f[]@matrix2array = matrix2array ; If I could check for variable type I could do something else for vector2 and matrix2. This because I'm trying to build overload nodes. I also don't see a way to build a function with signatures, do I need to use HDK for that? I'm all over the place, but I'm trying to find the best way to go about maximizing an operation to the maximum number of data types... Cheers
2. ## High value errors and how to deal with them?

Thanks for the extra explanation!
3. ## Try Except in VEX alike in Python?

One thing that I miss from Python(Try / Except) or XSI ICE (First Valid) is the ability to check if some code returns errors and if so, do something else that is safer. Is there a way to access the validity of something and if not do something else? Cheers
4. ## High value errors and how to deal with them?

Yup my follow up question was exactly that. I want to know the shortest and the longest value possible in VEX without losing precision. I would expect something like this: FLT_MIN = 1.175494e-38 FLT_MAX = 3.402823e+38 And that between those two descriptions precision is maintained. Now the question is, can I retrive these or I have to do some testing and ballpark it? Cheers!
5. ## High value errors and how to deal with them?

Cheers @3dome I think I found a way to deal with this but I need to know the minimum acceptable value and the maximum acceptable value in VEX. In Java there's `Float.MIN_VALUE` and `Float.MAX_VALUE`, or in C++ `FLT_MIN_EXP` and `FLT_MAX_EXP` Anyone one knows how to do this in VEX? Cheers
6. ## HDA | VOP | NormalBias

Orbolt link in the description of the video! I guess I should share them also when I post https://www.orbolt.com/asset/prb::NormalBias::1.00 Cheers
7. ## HDA | VOP | NormalBias

Longest Axis, Octant, Boxify, Hexplanar Mapping
8. ## HDA | VOP | Bend

Multi-context Bend.
9. ## Orthographic align and move back to original position

I don't know what's with that word but several times I to spell it wrong, we may have made a scientific discovery
10. ## Primitives soft selection

Make a feature request https://www.sidefx.com/bugs/submit/
11. ## High value errors and how to deal with them?

I add and subtract the same exponentiated coordinate and up to 6 is fine, but 7 and above it squashes with cube. code vector pos = set(pow(10,7),0,0) ; vector P = @P ; P -= pos ; P += pos ; @P = P ; Wondering if clamping is the only way to go... How do you deal with this sort of issue? Cheers
12. ## Primitives soft selection

If the primitives are connected it's a bit hard to grasp what to do on the points since those are the ones moving. I remember though once seeing a thing in other app where you could move the primitives centroids and the points would automatically move to keep the primiitive's normal direction of all neighbor primitives. Was pretty cool, but I can't remember the app. Almost looked like a boolean. almost looked like a boolean: Do you even have a depiction of what you're after?

14. ## Any mid-term work going on in London ?

Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
15. ## Triangulate a non convex polygon

Maybe this is solved by looking at how did you get to this point. Starting from this point though and looking like you have a U initial shape you could always intersect() from the primitive center to the U and if doesn't find a primitive is deleted with removeprim(). PRB_IntersectDelete.hiplc Cheers
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