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bhouse

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About bhouse

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    Ben House
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    Austin, TX
  1. Intersection analysis with closed curves

    Okay. I think I misunderstood what you were asking. Adding a convertline node before the intersectionalaysis should give you the same results as feeding it open curves like so:
  2. Intersection analysis with closed curves

    Intersection Analysis wants triangulated input geo. So the warning will go away if you use a divide node to triangulate your input meshes. This will output points along the intersection seam. Alternatively, you can use the Boolean node set to Seam and it will output the AB seams from your overlapping input geometry as polygon curves.
  3. setpointattrib after addpoint in detail wrangle

    If I understand correctly, this should give you the behavior you want. (file attached) setpointattrib(0, "order", 0, 0 , "set"); setpointattrib(0, "order", 1, 10 , "set"); for(int i = 1; i < 10; i++) { int order = i; float pos = (float)i/10; int newPoint = addpoint(0, lerp(point(0,"P",0), point(0,"P",1), pos)); setpointattrib(0, "order", newPoint, order, "set"); } setpointattrib.hip
  4. Rand value in Group Expression

    The rand() function must be in backticks as well. Symek does a great job of explaining them here. Also, rand() generates a random float value between 0 and 1, so when subtracting that from nprims() you will need to fit() your value to the range you want (1 to 4 in this case) and then round the output to the nearest integer. So something like this should do what you want: @primnum==`nprims(0)-rint(fit01(rand(5),1,4))` Alternatively, you can do this in a primitivewrangle node using something like: addattrib(0, "primgroup", "RandomPrim", 0); float seed = ch("seed"); if(@primnum == @numprim-rint(fit01(rand(seed), 1, 4))){ setattrib(0, "primgroup", "RandomPrim", @primnum, -1, 1, "set"); } Example file: rand_prim_group.hip
  5. changing vert order wrap

    I'm not sure I exactly understand what you are trying to do, but you can use the Ray SOP to deform geometry based on another geometry with different point counts. ray_deform.hip
  6. Python Node Placement

    I know this is more than a year later, but if anyone is still wondering how to do this, I don't believe that it is directly possible to get a node's position OnCreated. However, you can get your cursor's position at the time of creation, which is usually close enough. # python code inside an OnCreated script # get current network pane net_editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) # create your node myNode = hou.node(".").createNode("null", "my_node", 0, 0) # get cursor position position = net_editor.cursorPosition() # set position of node to cursor position myNode.setPosition(position) I use this to create nodes and connect outputs as desired. (Note that the position vector can be modified to set the node location to a position relative to your cursor location instead of directly on it.) import numpy as np # reference the created node createdNode = kwargs["node"] # get current network pane net_editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) # create a child node of the created node # can just use createOutputNode if you only have 1 output and 1 input #childNode = createdNode.createOutputNode("null", "child_node") childNode = hou.node(".").createNode("null", "child_node", 0, 0) # for nodes with multiple inputs/outputs use setInputs # assign the 2nd output of the created node to the first input of the childNode childNode.setInput(0, createdNode, 1) # set position equal to cursor position minus a small amount # offset position down and to the right of cursor position position = np.subtract(net_editor.cursorPosition(), [-0.5,1]) # set childNode position childNode.setPosition(position)
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