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fsimerey

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About fsimerey

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  • Name Fran├žois
  • Location Paris
  1. https://atom.io/packages/language-vex
  2. And you can do more. Rotate along the vector defined by 2 specific points in full 3d: // Points to define vector axis and center vector P0 = point(0, "P", chi("p0_axis")); vector P1 = point(0, "P", chi("p1_axis")); vector axis = normalize(P1 - P0); vector center = P1 - (P1 - P0) / 2; // offset to center vector _P = @P - center; float ang = chf('angle'); vector4 q = quaternion(radians(ang), axis); // rotate P and N @P = qrotate(q, _P); @N = normalize(qrotate(q, @N)); // replace to origin @P += center;
  3. Try this in wrangle Primitive node: i[]@arr = {-1,0,1}; // Create an array with values i@arr[1] = @primnum; // Set primnum in array[1] This create and set value of an integer array.
  4. It's exactly what i was looking for. Thanks f1480187
  5. Ok, i found a solution to solve my problem, but it's not by identify -nan value. The bad primitives have an intrinsic:measuredarea equal to -nan too. So i keep only primitive with an area > 0.0001
  6. Hello, i have a bad geometry with some vertex with -nan value in @N. @N is a 32 bits float vector attribute, but -nan is equal or not equal of which value ?
  7. http://www.sidefx.com/docs/houdini15.5/hom/hou/Node#type With name() method, you can get the type of your node: hou.node('my_node').type().name() will return 'merge' if this node is a merge sop node.
  8. Like your solution but the round result is not accurate. Try it with 3 decimals and 0.9996 Your solution result with 0.999 when the accurate must give 1.000
  9. float a = 179.9996; string trunc = itoa(int(trunc(a))); int ifrac = int(rint(frac(a)*1000)); string frac = "000"; if (ifrac == 1000) { trunc = itoa(int(trunc(a)) +1); } else { frac = sprintf("%03d", ifrac); } s@result = trunc + "." + frac; Here the solution for string.
  10. f@y = rint(@P.y * 1000) / 1000; If you want 3 decimal for a string, with zero on decimal, you must extract fraction and decimal, then concatenate those in string.
  11. float gravity = pow(@Time, 2); if (@Time > ch("limit")) { float increment = pow(ch("limit"), 2) - pow(ch("limit") - @TimeInc, 2); gravity = pow(ch("limit"), 2) + increment * ((@Frame - ch("limit") / @TimeInc) - 1); } @P.y += -9.8 * gravity; Here an example. The limit is a time value in seconds. Don't forget to click on the white button on the right of the editor area to spare parameter.
  12. Use the good attributes see here http://www.sidefx.com/docs/houdini15.5/vex/snippets#attributes For your case the good expression is this: @P.y = @P.y + 9.8 * pow(@Time, 2); and you can simplify with: @P.y += 9.8 * pow(@Time, 2); But if you want a gravity effect, subtract is the better way
  13. For C solution, i will copy detail attrib on a single point, use it as a point attrib in chopnet, then copy again to the original geometry. See attached screenshot.
  14. You can get it with a Channel SOP, then use it in wrangler node. See attached file. VEX_CHOP.hip
  15. See attached file with a purely SOP houdini approach which is the best and easiest, and another one, with a part done in VEX (a pseudo poly extrude). H15.5_hexa_deform.hip