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ikoon

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ikoon last won the day on December 15 2019

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About ikoon

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    Jiri Miratsky
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  1. arc from three points (vex)

    Oh this is great, excellent. Thank you very much guys!!!
  2. arc from three points (vex)

    Tesan, thank you very much for your hip file! Please, do you anybody have also a solution for a circular arc? Here is a screenshot from the file, for a future reference: And the complete wrangle is: // Convert the umap range from 0-1 to 0-1-0 float curveToHalf( float value; ) { return clamp(value, 0, 0.5) * clamp(fit(value, 0, 1, 1, 0) , 0, 0.5) * 4; } // Complement function float complement( float value; ) { return 1 + (value * -1); } // Main interpolation function float interpolate_curve( float value; string sign; ) { float pi_half = 1.57079632679; value = cos(value * pi_half); if ( sign == "-" ) return 1 + (value * -1); else return value; } // Get user parameters from the UI string sign = ch("sign"); int complement = int(ch("complement")); int curve_half = int(ch("curve_half")); // Create our classic umap attribute ranging over the points from 0-1 float umap = float(@ptnum) / (npoints(@OpInput1) - 1); // Convert the umap range if ( curve_half == 1) umap = curveToHalf(umap); // Do the complement for the umap if ( complement == 1) umap = complement(umap); // Interpolate curve based on the parameters @P.y = interpolate_curve(umap, sign);
  3. arc from three points (vex)

    Please, do you have a vex code for creating Arc from 3 points? From time to time it would be useful to have it. AndrewVK shared this C++ source here: https://www.sidefx.com/forum/topic/19104/?page=1#post-89849 I could rewrite it as an exercise and then I will share it ... but if anybody has it done, it would be a great time saver.
  4. trail velocity issue

    Hi! Do you need the visualiser, or @Cd attribute? If you set the Trail SOP to "Preserve original", then you can set the visualiser to point attribute like this. Then you can use Add SOP to create polygons:
  5. Here is the complete list: https://www.sidefx.com/docs/houdini/hom/hou/primType.html
  6. vector on detail (VEX)

    No problem. I hope that it works fine now. I also want to add one thing. You can write multiple lines of code even in the parm, like this (start with RMB on the parm). Or hit Alt+E, when editing the parm:
  7. vector on detail (VEX)

    Hi, in the title of the topic, you defined it as a VEX. If you are typing into a parm, then you are using probably a Hscript Expression Language, not VEX (it could be python as well). I assume that you have an Expression and this should work: detail("../sourceData","color",0) The detail() expression has different syntax then detail() vex function, and the third argument is attrib_index (or in other words, third argument is 0 for color[0], 1 is for color[1] etc.) https://www.sidefx.com/docs/houdini/expressions/detail.html What I wrote in previous post is related to VEX detail(), not Hscript Expression detail().
  8. vector on detail (VEX)

    Hi Gerardo, you should read the whole vector and then get its component. Also, if the "../sourceData" is meant to be path to a node, then it is wrong. You should not use relative path to specify the geometry. Here are the methods: https://www.sidefx.com/docs/houdini/io/op_syntax.html Or here, read my post: Then, after you fix your path ... here are two methods to get the indexed component: vector color = detail(0, "color", 0); @color_r = color[0]; // first method @color_r = getcomp(color,0); // second method
  9. Trouble with NaNs

    Here I also attach two cached bgeo.sc with those inf and nan results, if it fits your needs as such. geo.zip
  10. Trouble with NaNs

    Hi Matt, I have and older scene, which throws -nan(-ind) even now in 18.0.287. Unfortunately it is a simulation, so maybe somebody has a better example, maybe loading a corrupted geo? If you want to test my scene, I attach it. 1. play the timeline 2. check for this attrib @vdb_float in this node /obj/pyro_import/vdbvisualizetree1 Now I tried it and I see -nan at frame 290. There were also some -inf values earlier (for example at frame 287) pyro_cd.zip
  11. Hi, thank you very much for trying the Pressure, I have just RFEd it. I will send you personal message, I can send you the driver I am using.
  12. Hi Tim, I have Intuos 4 and it works fine. I am on Windows 10, Houdini 18.0.287 I have quite an old driver 6.1.5-3 BTW I have another problem in H18 with my Wacom and Stroke SOP ... the stroke_pressure is always 1.0, although H17.5 works fine on the same computer.
  13. Hi Tom, I am on the same path as you, learning to rig. I assume that you use the Capture Pose (not a Capture Frame) ... and also I believe, that the Align Capture Pose shelf tool is made for such an additional update of an existing rig? With that tool, you can update the Capture Pose: - alter the bones to match the "new" geometry - run the tool and select this method "Match Capture Pose With Deform Region" - then update the captured weights (probably you have that "Stash Node" turned on, as it is by default) https://www.sidefx.com/docs/houdini/shelf/aligncapturepose.html I hope I am not wrong, as today it is the first time I used that tool and I don`t know much about rigging.
  14. Hi Masoud, you can read the primintrinsic() typename or typeid: https://www.sidefx.com/docs/houdini/vex/functions/primintrinsic.html I was googling for a complete list of those types, but found nothing right now.
  15. What if you override that default (Ctrl+3) to other hotkey, i.e. Ctrl+F12. Then if you press Ctrl+F12 ... does it set the quickmark?
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