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Alex
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PATH = C:/ProgramData/Redshift/bin;$PATH HOUDINI_PATH = C:/ProgramData/Redshift/Plugins/Houdini/15.5.565;&
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In the SOP_Node.h header there are two helper functions that return an OP_ERROR: cookInputPointGroups() cookInputPrimitiveGroups() I need one for vertex groups and i'm not sure what i need to do to recreate the same behavoir as the other two. What do i need to do to make a cookInputVertexGroups() helper function? Cheers
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PRM_Template set default visability to hidden
Alex Lombardi replied to Alex Lombardi's topic in HDK : Houdini Development Kit
bool SOP_YourWhosInTheFloosNode::updateParmsFlags() { enableParm("pramName", false, -1); setVisibleState("pramName", false, -1); return true; } ok looks like you have to override the updateParmsFlags() http://www.sidefx.com/docs/hdk15.5/_h_d_k__op_basics__overview__parameters.html#HDK_OpBasics_Overview_Parameters_Disabling_Hiding didn't see that page -
I have a few PRM_Templates I need to hide and unhide based on the tools ui. I can get the functionality I want using enableParm() and setVisibleState() with evalInt() in cookMySop. BUT that only works once the sop node has been cooked/connected. so if i drop down a newly created node all the PRM_Templates are showing, how do i set them to hidden initially? Also would I need to use updateParmsAndSpareParmsFlags()? Not sure when I would need to call that function Cheers
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Has anyone got the vs2015 IntelliSense working when including the toolkit? IntelliSense works fine on simple programs, when i include the toolkit, just stops working... Would be a great help to have it. tried all the suggestions from the web,still no luck. https://msdn.microsoft.com/en-us/library/ecfczya1(v=vs.90).aspx https://msdn.microsoft.com/en-us/library/ks1ka3t6(v=vs.90).aspx?f=255&MSPPError=-2147217396 interested if any else can get it to work. Cheers
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Alex Lombardi changed their profile photo
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If you run the performance monitor you will see a slight difference in favor of the ch reference method...not much though
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stamp() is a hscript expression. On the wrangle node you can edit parameter interface and add a int channel.This is where you will put the hscript expression. stamp("..", "FORVALUE",0) Then in the vex code you can reference the value by calling the channel. int i = chi("myintch");
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Correct Rotations around Normal Axis
Alex Lombardi replied to sessionbeer's topic in General Houdini Questions
you can create your own transform with some vex aswell (only a few lines). v@N will be our "y" and you can use v@up for your "x" or "z" vector. The copy node will use the two vectors(N and up) to copy geo with the correct transforms. in vex you can just use the rotate expression with our new matrix based on N and up. then you just redefine the v@N and up before the copy node. this way you can have control over each copy geos rotation via @ptnum. hope that's useful ALSO NOTE: if you use houdini 13, be sure to cast the v@up to a [x,y,z] vector instead of a float vector, that way tthe transform node will update it properly. rotate_NandUp.hipnc -
Is it possible to use instances with Arnold lights? I'd like to have a point cloud have instance Arnold photometric or point lights associated with it. I couldn't find any instancing info on the user guild, other than for cinima4D. Basically I have around 200 lights in a scene i'd like to manage via point cloud. Cheers
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Constraint between packed primitive and RBD object
Alex Lombardi replied to michaelb-01's topic in General Houdini Questions
oops, forgot to add the deforming RBD example. hope that helps. I'm pretty sure you can update the constraint points that are attached to the RBD in dops in sop solver as well. BuildFromScratch.v05.DeformingRBD.hiplc- 6 replies
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- packed primitive
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Constraint between packed primitive and RBD object
Alex Lombardi replied to michaelb-01's topic in General Houdini Questions
Hay michaelb if your still wondering about this. I was looking into this myself and found if you are using the connectadjacentpieces node to build your constraints for your objects, you need to have the RBD object named in dops to the corresponding name that's on the constraint. That way you can have packed geo connected with a rbd object. In the sample file i just recreated the pack object and constraint network for my own research. you can just use the standard pack node and constraint network node, you dont need to set it up like that. The important thing to note is that i named the rbd object "ball_12" which corresponds to the point attribute @name on the constraints. BuildFromScratch.v04.hiplc- 6 replies
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No worries man Hope it works out. I've been playing with using the impact data to drive a noise on the new "dented" mesh aswell, using a attribute transfer. I was thinking in a sop solver, when the joint reaches a threshold to store an attribute on the packprimitives. That way, when you are skinning the geo with the fracture pieces, you can extract the the pieces that have had thier joints modified. Then you have control to deform just around them. Rather than a radial search from a attribute transfer.
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Hey Daniel What if you just switch it to a glue constraint? you would just have to change the @constraint_name and have both types connected in the network. I think there is a bullet masterclass example of that when a torque or angle limit has been reached. Have you tried changing the @max_up_rotation @max_out _rotation attributes to something really small when a limit has been reached? Alternately you could delete and rebuilt the joints with a extremely small cone radius in the new position/rest length if you still want some movement. That can get tricky though -Alex
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