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  • Posts

    • Hi guys  I`m working in 3dSMax for over a 10 years now and recently started learning Houdini. And at the first day of learning it the fact that you cannot apply the scale attribute to a mesh object but you can apply it to a point made me not only confused but pretty mad   I remembered some friends say "when you learn it more it will start to look pretty logical and intuitive". Well, it means that I haven`t learned it enough yet because wherever I look it just pure illogical hell to me. I hope someone will explain at least any of these things to me, I will appreciate that : 1)  Why points have wrong coordinates on some geometry objects like spheres and tors and ok on others like grids and boxes  ? When I create a sphere from scratch on a new scene and turn on point visibility and numeration I see the points 0 and 1 appear to be the highest and lowest point of the sphere and in a viewport they are placed in the 0 coordinate of x and z axis (of course). But when I open geometry spreadsheet their coordinates are -2 , 0.5 , -5 and 3.6 , -0.5 ,  9.7 respectively. When I do same with grid or box everything is ok. What`s going on ? 2) Why normal N attribute is 3 float by default and not vector ? 3) Why when I declare vector parameter with a channel by typing "vector freq = ch ("freq");" and press "Create spare param" button it creates a non vector but single value float parameter ? 4) See attachment . Why when I type @P.y=sin(@P.x); in an attribute wrangler attached to a horizontal line it gives me spiral (like it should)  but when I do same in point node's VEXpression field it gives me some weird line in viewport (and its P.x coordinates are changed for some reason as I see in the spreadsheet) and I need to type @P.x=self;@P.y=sin(@P.x);@P.z=cos(@P.x); in order for spiral to appear forcing P.x to stay same (not to be changed change by Point node like before). Meaning that point node affects P.x component even when I`m not touching it while wrangler only changes what you tell him to. It was tested on different versions of Houdini. Thank you  
    • Grab Modeler 2025 at 40% off — the exclusive way to model directly in Houdini 21 https://alexeyvanzhula.gumroad.com/l/jaoest/86yivk9
    • current state of the tool, if someone is interested flipbook_wedges_v021.hiplc _wedge_montage.mp4  
    • Or you use VEX to apply UV coordinates onto the roof: // VERTEX WRANGLE float s = ch('uv_scale'); vector up = {0,1,0}; vector nml = normalize(prim_normal(0, i@primnum, 0.0, 0.0)); vector tang = normalize(up - dot(nml, up) * nml); vector bitang = normalize(cross(-nml, tang)); vector pos_rel = v@P - prim(0, 'P', i@primnum); float u = dot(pos_rel, bitang); float v = dot(pos_rel, tang); v@uv = set(u, v, 0.0) * s; Align each polygon to the bottom left corner of the UV space: // VERTEX WRANGLE string geo = geounwrap(0, 'uv'); vector size = getbbox_min(geo, itoa(i@primnum)); v@uv -= size; roof.hip
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