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  1. 6 points
    Hi guys, Happy to share this with you! Let me know what you think! Cheers, Manu
  2. 2 points
    @sant0s81 there are some options, probably not exactly what you want, unfortunately: 1) add the "dot" on the line (alt click on the line), then color the dot (btw you can alt click the dot, to make it persistent) or 2) colour the inputs inside the subnetwork
  3. 1 point
    After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! Table of Contents 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics 132 - Conclusion
  4. 1 point
  5. 1 point
    Same here. trying to prepare my self for this one! Looks so good!!!!
  6. 1 point
    Thx, thats perfect!
  7. 1 point
  8. 1 point
    Well I just figured out there is a heightfield_cutoutbyobject1 that does exactly what I want! This could totally be just one node Thank you nonetheless!
  9. 1 point
    Hi, You can also select edges using the angle between the faces sharing it: float getAngleBetweenVectors ( vector v0; vector v1 ) { vector v0n = normalize ( v0 ); vector v1n = normalize ( v1 ); return atan2 ( length ( cross ( v0n, v1n ) ), dot ( v0n, v1n ) ); } int pts [ ] = neighbours ( 0, @ptnum ); foreach ( int pt; pts ) { if ( @ptnum < pt ) continue; int prs [ ] = { }; int firsthedge = pointhedge ( 0, @ptnum, pt ); int count = hedge_equivcount ( 0, firsthedge ); if ( count == 2 ) { int hedge = firsthedge; do { int pr = hedge_prim ( 0, hedge ); if ( pr != -1 && find ( prs, pr ) < 0 ) append ( prs, pr ); hedge = hedge_nextequiv ( 0, hedge ); } while ( hedge != firsthedge ); vector n0 = primuv ( 0, "N", prs [ 0 ], 0.5 ); vector n1 = primuv ( 0, "N", prs [ 1 ], 0.5 ); float angle = getAngleBetweenVectors ( n0, n1 ); if ( angle >= radians ( ch("minangle") ) ) setedgegroup ( 0, chs("vex_selectiongroup"), @ptnum, pt, 1 ); } }
  10. 1 point
    That would definitely work, but it might result in @speed not being mapped correctly to a 0-1 range if you can't find the exact minimum and maximum velocities across the timeline. Plus if you update the RBD sim those values will change and you'll have to update them manually. In case you haven't got the solver working, here's a couple of ways to find the max and min over the whole timeline: min_max_v.hipnc
  11. 1 point
  12. 1 point
    An attempt here (and older attemps a few posts earlier) http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pyro_and_colour_yet_again Or just wait for H17 in a few days, where its built in. (edit) Oh, for rendering just bind Cd to your material: For extra control put a colour correct in the middle, and/or connect cd to the emitcolor for different effects:
  13. 1 point
    Thank you JuriBryan! I'll look at this carefully, tomorrow may be.( Now it is quit late )
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