Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Posts posted by SteveNi

  1. Yes I can surely create a file where I store all of my presets and personal settings manually, but the point here is that I used to use H15.0, and I can no longer acces it because they don't give Apprentice licenses anymore for that version (I asked via email to SideFx), and I had like 3 vex presets, 2 of which I no longer fully remember, and they aren't stored in the Vexpression.txt file of my H15.0 installation, so... are they lost?

  2. 7 hours ago, acey195 said:

    if you want to check the updated values in the same node that you changed them in,
    the only way is to use binding

    Yea you are right, the problem here is that I need to load the attribute for a specific primitive, thats why I used the primitive() function.

    Guess I'll have to use another method.

  3. 12 hours ago, f1480187 said:
    //Reload it and print it out again
    attribute = attrib(0, "primitive", "attribute1", 50);

    It will fetch attribute value from first input (original geometry) again. You need to store values in variables.

    Oooooh thats true, thanks!



    Is there anyway to load the current status of the attributes, apart from keep track of the changes in variables??

    I tried to use geoself, just to be sure, but it doesn't work either.

  4. So I was writing some vex code for a scene Im working on, and while I was debugging the code to correct an issue I placed various printf() functions in the code to check the state of the attributes right after I made some changes to them, and I noticed that if I load an attribute in a variable and print it, modify the attribute, reload it in the same variable and then print the variable out again, it wont show the newer value if the loading&printing process is done in the same wrangle node of where the attribute was modified.

    Here's an example scene wich exactly recreates my scenario.

    Am I missing something stupid here?



  5. 13 hours ago, caskal said:

    Thanks @SteveNi , will add some detail parameters, also the bend idea is great, thanks for the tips. About the noise what I meant is have a dropdown with names so I can select different types of pre-made inner structures, or different styles of caps, I think I can go with a switch but a dropdown will look sexier, thanks!



    Ehy no problem :)

    I just saw in the video you published on your vimeo that you added the bend controls ;)

    • Like 1

  6. 1)Yes absolutely add resolutions parameters.

    2)It looks like you have already added the right parameters for noise in the OTL window.

    3)Yes maybe add some fit range nodes, so you can modulate the noise from a simple range to read like (-1,1), but always leave these locks off (see screen shot), this way, if wanted, it will be possible to go over the range predefined.

    Another thing you could add is a deformer to bend the overall mushroom: fecini.jpg

    As you can see from the image not every mushroom is completely straight.


    • Like 1

  7. So I'm making a HDA wich has a color sop inside of it, of wich Im using the group field, thats why I need to acces this field at the upper level (the HDA interface).

    So to to do this, when building the HDA interface I dragged that field directly from the color sop to the HDA interface, (pic1/3)but when I try to use it from the HDA it throws this error (pic2), wich I guess is referencing this code inside the group's script (pic4).

    I've never messed around with this kind of stuff, how can I solve this?





  8. Quote

    Well that's not how wrangle works. Why wouldn't just write i@status; work? Detail is per object, not per point.

    Oh yea...I forgot it.


    You need to use addattrib(). Setattrib() can only set the values but not create an attribute.

    Thanks sometimes I cant remember even simple stuff like this.

    Thanks guys.

  9. Hi

    I want to randomly select two points from a geo input in a VEX wrangle, so far I have this:

    int _selectedPts[];
    _selectedPts[0] = rand(@numpt); 
    _selectedPts[1] = rand(@numpt);
    setattrib(geoself(),"point", "Cd", _selectedPts[0], 0, {1,0,0}, "set");
    setattrib(geoself(),"point", "Cd", _selectedPts[1], 0, {1,0,0}, "set");

    I searched on the VEX docs but every random function I found could only return float numbers, but I need integer numbers.

    How can I solve this?