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peppino3d

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About peppino3d

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    peppino
  1. referencing channel using switch routing

    Cannot test either (back home on holiday) but will try as soon as I'm back to the office Thanks it makes sense! P
  2. Hello, I've got a little question about the correct syntax for referencing a channel: I've got two identical nodes plugged into a switch and the switch plugged in the third node. Depending on the switch status (0,1) I would like to have the third node channel referencing either the first or the second node (with suffix 0 or 1): graph null_0 null_1 switch1 (0,1) null3 current null3 expression: ch("../null_0/myvalue") theoretical new null3 expression: ch("../null_"`ch("../switch1/value")`"/myvalue") Any help on the correct syntax? thanks Peppino
  3. How To Extract Colour Value Of A Texture At A Pt?

    Thanks, that would work but it's not what I'm looking for, what I'm trying to do is sample the shader attached to a geometry and use the color information for emitting points. This is simply an academic exercise but it would help me quite a lot understanding those gray areas of Houdini If you have a look at my file, you'll find I've put three different tecniques for emitting points based on color and the rightmost one is the one I can't get to work. emission_based_on_color_tecniques.hipnc
  4. How To Extract Colour Value Of A Texture At A Pt?

    I'm interested in the same subject, I know how to get texture and pic infos, but how can I get the colour info from a shader attached to an object and use the value to emit particles? I hope it makes sense... Thanks Peppino
  5. Curves to act as loose guidelines for particles

    Thanks you've been very helpful. Sorry for the late reply I was having problems logging in to odforce from work in the past few days. R Peppino
  6. Hello, I'm trying to setup a particle system so that it folllows loosely all curves nearby. The curves should act as guidelines so to easily reshape the flow of particles and it should even be possible to use spiral curves for vortices like effects. The idea is that particles should follow the curves along their length and the influence should be proportional to the distance of the particle from the curve. Ideally it should be possible to use multiple curves and to dose each curve's influence I came up with a couple of ideas but I was wondering what would be an elegant solution for it. Thanks a lot for your time Peppino
  7. nodes under netbox

    Hello, is there a fast shortcut for promoting a node from underneath a netbox to over it? my current workaround is moving it outsite and back inside the netbox but it's quite annoying.. Thanks Peppino
  8. Thanks, but this leads to a new question: Let's say I want to access a pop attribute (randpp) from a copy sop. If I plug the popnet into the right plug of a copy sop and middle click randpp is not there anymore. How can I access this per point pop attribute from the copy sop? I was thinking of retrieving it using an exp like point("../popnet1","randpp",$ID,0) in the copy1/val1 field. Thanks Peppino
  9. Could I access a point attribute from another network let's say by using point("/obj/geo/sop",$PT,"v",0) ? Also I can easily access local and global variables, but as far as attributes go I'm still a bit confused: does the varmap detail attribute preserve local variables outside of the sop operator? if so how does it do it? Thanks peppino
  10. Hello, I'm reading the forum about accessing variables and attributes in expressions. I think I understand the difference and the use of both (thanks to this thread), but I'm still a little confused on how to access both in expressions: How do I access the first value of a vector attribute in an expression? And how do I access a the first value of a vector variable instead ? In fact coming from other script languages I could think of $VX, $V[0], $V0, $V.x etc. etc. Are there other ways of accessing the data (maybe if they're variables brought by a varmap attribute) ? Thanks! Peppino
  11. Three basic questions

    So, if I understand correctly, details is an attribute "global" to the piece of geometry and not tied to the type of geometry. Primitive refers to what is commonly known in maya as face and points are vertexes but unlike vertexes they can exist anywhere and are not tied to edges? Please let me know is I'm wrong Thanks P
  12. It is now clear! so pic can be used with relative/absolute houdini paths, meanwhile tex requires a physical disk path, however we can "fake" a physical path by adding "op://" to an absolute houdini path. Thanks P
  13. Thank you I missed it!
  14. From the sidefx website: http://www.sidefx.com/index.php?option=com...&Itemid=261
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