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  1. Today
  2. here’s another one without relying on an iterative approach geo_along_curve.hipnc
  3. random rotate top face of polygon?

    hey, sorry for my late reply, i didn't check the forum for quite a while … you're right, instead of rotating the prim i did project its points onto the plane given by P (prim centroid) and N (prim normal). this way you don’t have to worry about adjusting size due to the rotation. hth. petz
  4. Fit detail attribute into 0-1

    When promoting uv from vertex to point as P, my mesh becomes completely tangled after the vertex split; as your example @konstantin magnus ? It would be because the UV are outside of the 0-1 ?
  5. Hey Librarian. Ok here's my scene. "allow editing content": wow it's a big mess inside. Should I search inside all these nodes for the right option? Isn't there a better solution for this? "surface color (shading (utilities) )" : yeah I tried this before and I checked "use Point Color" before. I tried to plug it into "opac" or "opaccolor" but I couldn't get good results. If you know a way to use it right, it would be great. Thanks again for your help. Tr3d_EnergyBall_Preparation.hiplc
  6. Try to play inside-shader allow editing context Surface Color Uttil and you gonna see this *image..but you must follow the Line, I don't Have your scene so we gonna assume everything Today check the use pointColor
  7. Hello Librarian, thanks for your help. What you suggest works well with my Sphere example scene. However, it does not work with my real Particles scene, please take a lok at the attached image. Plugin the color (Cd) into the "opacity color" input does not work because I'm afraid the opacity color is not the same as the Base Color. It uses the color of the object to decide what's opaque and what's not, and so it differs from the original colors. Thanks for the advice to use the Alpha attribute. I used it in a Bind node and I tried to plug it in "opac" and "opaccolor" but it does not brings good results. I'm still wondering WHY the points color disapear when I plug ANYTHING into "opac". Thanks and see you soon, Gz
  8. hython: setting thread count?

    hou.setMaxThreads HOM function:
  9. Copytopoints material color

    For keyshot I don't know, but for C4D you better to use Alembic. You will get colors in a vertex map. no need to go through a material.
  10. like this ? also you can use point deform is have more option pin3geo.hipnc
  11. HUD-FUI-UI-DESIGN IN HOUDINI

    Grids Space 3 int prim = addprim(0,"polyline"); float u; int npt = chi("npt"); for (int i;i<npt;i++){ u = PI*2*float(i)/(npt-1); vector pos = set(cos(@Time+u),sin(@Time+u), sin((u+@Time)*2)); addvertex(0,prim,addpoint(0,pos)); }
  12. @grendizer Hm --Try also to make attr Alpha and then see what Happens ...and bind those values and mix and read Help Have Fun .
  13. Copytopoints material color

    Maybe FBX exports Houdini materials, I am not sure. So try to disocnnect the ROP node, put a principled shader on the object , keep "use point color" checked, put a white color on the base color. Then select the object node and use file > export > fbx.
  14. Here an image I did to explain the problem. The situation is very simple and I don't understand why it does not work... I put some yellow color on my sphere using a color geometry node, and I added a blue Principled Shader on sphere_object1 > tab Render > Material. So my sphere is green. in Principled shader > tab Surface > "use point color" is checked. In tab Opacity > when I move the "opacity scale" slider, everything works fine. The Sphere is still green! But I want to connect some nodes into this "opacity scale" slider, and as soon as I connect something in it, the sphere_object1's points colors is lost! The yellow is gone and only the blue base color remains, so the sphere is now blue! why WHY WHY? By the way, is the "add constant" the right way to put a value into a "multiply" node? Thanks and see you soon! Gz
  15. HUD-FUI-UI-DESIGN IN HOUDINI

    Finding Beautiful patterns in Circle(grow connect Have Fun) endless possibility ...Thanx to Asia Forums BpatternsCircleGrow.hiplc
  16. How to make marble texture

    @wndyddl3 More Variations with this One.. I learn and share have fun DispMap.hiplc
  17. Fit detail attribute into 0-1

    However, if the world space route has no advantages for your project, you can also keep the transformation work within vertex attributes entirely. maximize_vertex_attributes.hipnc
  18. Fit detail attribute into 0-1

    Hi Christopher, you can maximize UV islands or the entire coordinate set by temporarily transferring the UV coordinates to world space where they can be fitted and transformed more easily. uv_maximize.hipnc
  19. Fit detail attribute into 0-1

    here, take a grid, uv it normally so all vertices fit into 0-1 space, seen by the red circles. These vectors range from {0,0,0.5} to {1,1.0.5} dunno why the last component is 0.5, not an expert. then remap these vectors to say...double it v@uv = fit(@uv,{0,0,0.5},{1,1,0.5},{0,0,0.5},{2,2,0.5}); as you can see with the templated white lines
  20. Thank you very much. It worked fine. I will try to get the same result as VEX with VOP.
  21. Hi, guys, It's a very simple scene. A torus emit particle fluid into a box . (fig.0) I cached a compressed flip fluid , and retime(speed=0.6) it , the particle fluid surface node will not return a correct result while the "Union Compressed fluid surface" checked. It seems like the compressed fluid surface is not at the correct location and make a very strange result (fig.3). The retimed particle looks ok ,but the mesh not. fig.1 is particle, it's correct , fig.2 is compressed fluid surface, it seems not at the correct location, fig.3 is surface polygon soup. There is a very strange artifact. Is there a way to retime compressed fluid? Thanks!
  22. VEX Array Functions

    Interesting... I don't have a particular solution, but in general, if you will be able to avoid nested loops (which complexity is O(n^2)) it will increase the algorithm speed. E.g. "Find Different Elements in Two Arrays" twice faster than "Find Common Elements in Two Arrays". And keep in mind that sorting also takes time. Higher speed can be reached by the cost of higher memory usage (you can store results in a variable/hash table and check them before the next calculation). You may find some ideas here: https://leetcode.com/problems/intersection-of-two-arrays/solution/ Though on arrays of such length you would not notice any difference.
  23. hython: setting thread count?

    Hi all (happy new year), I was wondering if anyone knows how to set the thread count in houdini via hython. I didn't immediately see anything in the docs.
  24. Yesterday
  25. Fit detail attribute into 0-1

    I don't have a vector variable for the first parameter; only two detail attributes which I split and promoted from the vertex attribute uv. I tried the @P attribute but that won't have any effect on vertices; only attempted because it's a vector.
  26. hey Ryew ! thanks for the idea using rest sop.. checked the tokeru page. and tried out the rest sop. but looks like it only saves the world position , I need to lock the points on the surface geometry( like follicles in maya, they are like rivets on the surface constrained by u and v . the rotate rest fails just when i move the points away from the origin and rotate it. thanks for the reply !
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