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About statuskwoh

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  • Birthday 08/14/1980

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    Carl K.
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    Los Angles, CA
  1. [beginner] Unique prims based on point names

    Awesome, the sort and for-each-name blast is perfect for what I was looking for. Out of curiousity, the fuse-polydoctor technique looks like it ends up with a similar result from a connect-adjacent-pieces using adjacent points from surface applied to the original geometry merge. Is there and advantage to the fuse/polydoctor technique? or just different ways to get to the same spot.
  2. [beginner] Unique prims based on point names

    Tried your suggestion. It really reduces the # of constraints in the use case I'm thinking of. I've attached a file that should hopefully demonstrate better what I'm trying to do. example consstraints.hipnc
  3. [beginner] Unique prims based on point names

    Not exactly... I'm trying to take a collection of lines and remove them if their two point names are the same as another line's two point names. So in your example if there were 3 lines that were p1_p3, I'd want to run a wrangle that makes it so I only have 1.
  4. Note: fairly new to houdini and vex, so if this is super obvious I apologize. google-fu has been failing me. Also, I haven't scripted/coded for awhile, so I may also be making obvious mistakes there. I am trying to setup a primitive wrangle that goes over geo I'm setting up for a constraint network. I'm trying to make sure I only have 1 constraint per any set of 2 objects. The object names are on the point as name attributes. I'm able to go through, grab the point names just fine. My intention was to add the point names together to create two strings pointAname+pointBname and pointBname+pointAname. See if either of those combinations existed in an array. If no, add them to the array, if yes delete theprimitive. What I have so far is: int points[] = primpoints(0,@primnum); int successVar; string curValues[]; string names = pointattrib(0,"name", points[0], successVar)+pointattrib(0,"name", points[1], successVar); string rnames = pointattrib(0,"name", points[1], successVar)+pointattrib(0,"name", points[0], successVar); int moveOn = 0; foreach(string checkName; curValues){ if (moveOn == 1) break; if (checkName == names || checkName == rnames) { removeprim(0,@primnum,1); moveOn = 1; } } if (moveOn == 1){ append(curValues, names); append(curValues, rnames); moveOn = 0; } else moveOn = 0; However, it doesn't seem like the array persists as it runs over the primitives. I tried using an attribute on another created piece of geo to store it, but it looks like VEX doesn't set attributes until the full wrangle is run. Is there a way to have an array persist throughout a wrangle? Should I be approaching this another way? Am I making a dumb mistake?
  5. I've been following the Destruction in Houdini tutorial done by Pawel Grochola after reading a ton of great reviews for it, and have been finding it great. However, he does some fun stuff with modifying the connect adjacent pieces SOP that no longer seem to work in 15.5. And in general, trying to replicate some of the work he does with cone-twist/pin contraints I find difficult because of how differently the SOP seems to work. In his tutorial, he promotes the name attribute from primitives to points on geometry, scatters more points, then modifies the connect adjacent pieces SOP to build non-uniform constraint networks between chunks. I'm specifically trying to do it on a wall made of bricks (boxes just copies on an offset grid). However in 15.5 this method doesn't seem to generate the right results. Promoting the name just gets me a warning that the connect adjacent pieces SOP is ignoring the name attribute, using the baseline connect adjacent pieces gets me very uniform constraints only where existing points are (at the corners of the boxes). In 15.5 is there a new method for accomplishing the same effect? Happy to upload a file if it can help explain whats going on, but the scene I have is really really basic.
  6. Beginner here, couldn't find anything via Search, but apologize if this is a well understood question. I have a building made in houdini, procedurally put together. Friend gave me some tracking data and I want to place my building into the scene. Got the camera and all the tracking nodes added into houdini. Is there a straightforward way to attach my geo to some of the tracking points where it should be in the scene? Or do I just eyeball a transform to where it "should" be? happy to provide more info