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noc2

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About noc2

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    Peon

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    Ajlan Altug
  1. Thanx so much Tim, that helped tremendously Houdini documentation is great but I sometimes get the feeling that it is possible to find one's self in the dark about certain things. Thanx so much again for taking the time to help cheers; AJ
  2. Hi; I have a vector array spat out by a node upstream and would like to access that array downstream in an attribute wrangle node that runs on details also. Below is what I tried to no avail, the vectors stored in the array are not returned somehow: foreach(int i; vector aaa; v@vec_array){ v@av = aaa; } I want to be able to create points by running through all the vectors in this array. Thanx in advance for all the help; AJ
  3. Awesome! Thank you so much for your help, that really helped. I guess this is a whole lot better than trying to detect every edge's points through hedge functions. At least for a noob like myself I must say, that I especially liked what you came up with in the second Attrib Wrangle where you made use of expandededgegroup. I will definitely study this. Thank you so much once again petz, for taking the time to help me out and especially for the example scene. Cheers; AJ
  4. Thank you your reply. But I couldn't really comprehend what you meant by the procedure you recommended. Could you elaborate a little? cheers; AJ
  5. Hi; I've been desperately meddling with edges which are (somewhat reasonably) not implicitly recognized as geometry components in Houdini. My aim is to detect the edges of a given geometry (open or closed) through their respective start and end points, which would then make it possible to create a vector between those to points, and after having created an up-vector, I wish to be able to align objects along all the edges of that very object. I've so far come as far as being able to get the edge count through Vex making use of half-edges, but am lost as to how I can be able to achieve the aforementioned goal effectively. I want to end up with a set of vectors driven from the points of the detected edges like: Edge 01: v(point0-point2) Edge 02: v(point0-point4) Edge 03: v(point3-point7) … And help would be wildly appreciated. Cheers; AJ
  6. Arrrghh, this thread couldn't be more right on. I was just about to post the very same question. Cheers; AJ
  7. Hi I've been studying mestela's CHOPS setup, the link to which is wight below: I'm intrigued by his setup but for the life of me just couldn't figure out what to do in the Chopnet to overlap the animation on the sequenced pieces at a certain amount... Any ideas? Thanx in advance Cheers; AJ
  8. Hi; I have a couple of groups each holding a separate piece of geometry that I want to loop over. Yet they are named with dissimilar naming, and without enumeration, ex. TUBE, BALL, CONE etc. How can I go about iterating through them with a forEach SOP? Thanx in advance for the help and cheers AJ
  9. Noob Foreach question

    I found my answer... Very happy to have solved it reading through the docs. Here's a screenshot in case any other total noob like me will ask something alike The metadata created form within the begin block holds various metadata (like iteration etc. (hence the name) The iteration needs to be fed into the group names that have been converted into a set of name attributes and the primitive vop that does the operation needs to reside outside the foreach loop.
  10. Noob Foreach question

    I just learned from a relevant post that the new for each loops don't support for performance reasons.
  11. Hi; I have an object with 32 prims that I want to iterate over the translation of each one after the other with a foreach loop (not subnetwork) I want to be able to iterate using the "By count method" so that when I pull the iterations slider the prims are translated x units one after the other according to the endices. How can I get the foreach sop's group to iterate through the groups I had assigned to each primitive via the partition node? Thanx in advance and cheers; AJ
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