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ikoon

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About ikoon

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    Houdini Master

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    Jiri Miratsky
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    Czech Republic

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  1. Point and primitive

    Like this? This is Add SOP:
  2. Copy to points

    Here I attach a quick hiplc ctp normal.hiplc
  3. Copy to points

    Hi, the simplest method is to put Normal SOP under the curved Grid (above the Copy to Points) and set 'Add Normals to: Points` (not the default Vertices) But that solves only half the problem. To orient the copies properly, you should set both N and up vector. Or you should calculate the p@orient attribute. Here is a great writeup: https://www.toadstorm.com/blog/?p=493 You may also like the MOPs, here: https://github.com/toadstorm/MOPS/wiki/MOPs-Tutorial-4:-Creating-Instances https://www.motionoperators.com/info/faq/
  4. control @active through time with wrangle

    Well you are right, that it looks like it should work ... but it doesn't maybe it is a bug and your syntax is ok? Btw you can evaluate the parm by middle clicking on its name (VEXpression), the parm is then in dotted line:
  5. control @active through time with wrangle

    Hi Davis, you had a wrong syntax in your "set_active" wrangle I commented your line and added a right one: i@active=0; // if ($F>3){ if (@Frame>3){ i@active=1; }
  6. (Solved)FLIP: cutoff low density areas Help

    Hi Gabriel, I didn't check whole file, but you set low "Max Pts = 0.636" here: /obj/import_flip/pointwrangle1 That argument should be two or more (the current point itself also gets returned as a first point) See here in the docs: https://www.sidefx.com/docs/houdini/vex/functions/pcfind.html Only the maxpoints closest points within the given radius will be returned.
  7. POP wrangle number of inputs

    You are most welcome Both methods (spare & op) work in SOPs. I really don't know if I am doing something wrong with the Spare Input in DOPs :-/
  8. POP wrangle number of inputs

    Hi Diogo, you can reference geometry with the "op" syntax: https://www.sidefx.com/docs/houdini/io/op_syntax.html I am attaching a .hiplc file with an example. I thought that you could also reference geometry with a "Spare Input", but I tried it and I am doing something wrong (or it is not possible indeed). If anybody has a clue, I would like to know, too. https://www.sidefx.com/docs/houdini/model/compile#spare pop wrangle inputs.hiplc
  9. Hi, I unfortunately don't know much about this topic, I just remembered that I saw this Paul Ambrosiussen's video. Maybe you will see some inspiration there: https://www.youtube.com/watch?v=jcl6u3PzUok
  10. remember intrinsic transform

    Hi patis, you have to split your code into two wrangles. When you are trying to read this "matrix3 m1 = prim( 0, "temp", @primnum );" you are reading it from the input of the wrangle. You are reading from the "active_animation" node. But that node does not have that attribute yet. It is due to the SIMD architecture of VEX. Logically, you had it all right ... but despite the order of your lines (although you stored that attribute before reading it), vex "internally reordered the lines" and stored that attribute as a last task. I attached the solution, I hope it helps. Maybe try to google more about SIMD and Houdini VEX architecture. Sorry for my bad english (Btw you may do a similar effect with the Timeshift SOP / clamp). rememver intrinsic transform split.hipnc
  11. Hello gemini, please, have you found a solution? I have tried hou.shelves.reloadShelfFiles() in 18.5.408 and I got an instant crash ... which in fact forces me to reload the shelves (I have submitted RFE now to SideFX)
  12. How to remove inner line after boolean?

    Hi, you may try other approaches, try to google Houdini isolines, or contour lines, terrain curves. For example here on odforce: https://forums.odforce.net/topic/40535-heightfield-isolines/ https://forums.odforce.net/topic/28306-topo-lines-terrain-curves/
  13. How to remove inner line after boolean?

    Hi, you may try the Hole SOP. It has an "Un-bridge Holes" option.
  14. Particle

    Hi, I attached .hiplc file. Important is to set Pop Source's Emission Type. Default is Scatter onto surfaces, which does not work for points (as they are not a surface). You could set Emission Type to All Points and then Impulse Activation to $SF==1 (so that particles get created only on the first simulation frame). particle.hiplc
  15. Custom toggle shortcut

    Hi eolophus, this should work. You need to create a shelf tool, and assign a hotkey to it: mode = hou.updateModeSetting().name() if mode == 'AutoUpdate': hou.setUpdateMode(hou.updateMode.Manual) if mode == 'Manual': hou.setUpdateMode(hou.updateMode.AutoUpdate) I once made an image, how to create a shelf tool, and assign a hotkey, here: https://forums.odforce.net/topic/31240-rotating-in-increments/?do=findComment&comment=173469 I hope that it helps.
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