Jump to content

ikoon

Members
  • Content count

    516
  • Donations

    60.00 CAD 
  • Joined

  • Last visited

  • Days Won

    18

ikoon last won the day on June 11

ikoon had the most liked content!

Community Reputation

272 Excellent

About ikoon

  • Rank
    Houdini Master

Contact Methods

  • Website URL
    http://www.ikoon.cz

Personal Information

  • Name
    Jiri Miratsky
  • Location
    Czech Republic

Recent Profile Visitors

4,576 profile views
  1. Hi HIroki, you have to cast v@tangent like this: @N = v@tangentv; Without v@, Houdini considers only first float of @tangent and casts it into other components. For example tangent {-0.520081 , 2.20691e-08 , 0.854117} becomes N {-0.520081, -0.520081, -0.520081} You may check the Geometry Spreadsheet. By the way @N or @v or other common attributes work without v@, just because they are so common that SideFX saved our time so we don't have to type it EDIT: You may read more about the "Non-float attributes with known types" here in the docs: https://www.sidefx.com/docs/houdini/vex/snippets.html
  2. Camera Offset X & Y

    Screen window X/Y It is camera parameter, value 1 is 100%
  3. Hi, I haven't used HQueue for a very long time, so I am not able to help now unfortunately. But you should probably do the tests from the docs ... to see, if the services are running well and computers see each other: https://www.sidefx.com/docs/houdini/hqueue/gettingstarted.html Or try to describe the issue here https://www.sidefx.com/bugs/submit/ and the Support team should be able to help you.
  4. dealing with open geometry

    This might help, in some cases. Divide SOP, Remove Shared Edges, and then Fuse with original. At least Divide SOP might expose to you, where the holes are, and take care of them separately?
  5. delete line segment

    Hi, you may try different approach: Use the Polyframe SOP to create N as a tangent: And then the Group Create SOP to group by N: And then Dissolve:
  6. Making function for returning array doesn't work

    Hi amin, this works, I just added the "function" function int[] amin() { return {1,2,3,4,5,6}; } i[]@test = amin(); EDIT: I am just adding link to the docs: https://www.sidefx.com/docs/houdini/vex/lang.html#notes
  7. Hi, if you would like only one key to toggle the states, you might want this script. I will copypaste it from the sidefx forum, original by Archie is linked below You can create the simple script for toggle between “Auto Update” and “Manual update”, for example: mode = hou.updateModeSetting().name() if mode == 'AutoUpdate': hou.setUpdateMode(hou.updateMode.Manual) if mode == 'Manual': hou.setUpdateMode(hou.updateMode.AutoUpdate) https://www.sidefx.com/forum/topic/21292/?page=1#post-99649
  8. Parameters locked and greyed out

    Hi Dominic, you probably accidentally created a New Take. You can go back to the Main Take and delete the new one in a Take List (image below).
  9. additional node infos

    Hi Olly, do you mean the "Asset Bar"? I copypasted the image from this site: https://learncreategame.com/techart/houdini-digital-asset-versioning/
  10. Can you rotate (and reposition) those "some points" upfront? Instead of rotating the heavy geometry. Then you could use the Ray Sop just once, for all the "some points" and just one collision heavy geometry.
  11. Btw in that example, I also added a VDB Visualize Tree - Points with values. With that node, you can see, what are the values of SDF inside your Container. In your example, the minimum SDF value inside the container is -0.495, so "old min" should be set to -0.5. The fit() functions remaps samp for the ramp (because ramp wants the values to be 0-1). (You could also proceduralize that "old min" with Attibute Promote set to Minimum ... if you want to, let me know)
  12. Hi, I attached an example. I think that technically, you are doing it right. Maybe try to add just a little bit of that gradient? v@v -= grad * 0.01; If you want to use the samp, then the wrangle might look like this: float samp = volumesample(2, 0, @P); vector grad = volumegradient(2, 0, @P); float omin = chf("old_min"); // 0 in -1 to 0 float omax = chf("old_max"); // 0 in -1 to 0 float nmin = 0; float nmax = 1; samp = fit(samp, omin, omax, nmin, nmax); samp = chramp("dist",samp); v@v -= normalize(grad) * samp * 0.01; Also you may toggle the Fill Interior on the VDB from Polygons. Btw this is great tutorial, you may jump to 36th minute, or so: https://vimeo.com/162213251 example.hiplc
  13. Point and primitive

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

    Here I attach a quick hiplc ctp normal.hiplc
  15. 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/
×