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Found 2 results

  1. Hi Everyone, i am new to houdini and i am looking for a solution in vex for that trivial problem: 1. create a grid 2. store the prims in a wrangle (primid, points assigned to primnum or whatever is needed to restore the topology) 3. use an add sop to delete all prims - keep points 4. restore prims in a wrangle - voila the grid is back i allready had a look at this and tried alot whitout no luck http://www.tokeru.com/cgwiki/index.php?title=Points_and_Verts_and_Prims#Store_point_order_of_prims_via_vex unfortunately, in this example he splits the prims before he stores them - i dont want this - there must be a solution with a loop going through the shared points and generating a new Prim from that. Maybe you can push me in the right direction.. Cheers Cruzifer maybe you can push me in the right direction
  2. A VOP performs a pointcloud lookup and uses while loop in oder to take advandage of the pcimport node to get distance,ptnum ,P etc. How can I store the result of each loop in a while node in vops? Each loop gives me a point but I only get the last point out of the node( although I have set max number of points to a number higher than one.. ) Maybe somehow push/append them into an array so I can call the later on? If that is the way, arrays in vops need inline code (afaik..) and I haven't managed to figure i out... One of my goals is to draw multiple lines that connect the look up point with a number of points on the pointcloud(= max number of points) without puting the VOP and the Foreach node into another ForEach node out side the vop (because it is not fast). I hope all this makes sense ......thanks ps. play a bit with the slider of "max number of points". Slide it from 1 to 4 and you'll see the line jumbing to the next point. I want to be able to store these points without movin the slider.. Push in array.hip
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