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Everything posted by bonassus

  1. pcopen with vex v.s. vops

    Oh, I guess that makes sense as it would have to import any data from those inputs right?
  2. Attached are two screen grabs. One is a vops set up that works to convert @N to @v. The other screen grab is my failed attempt to recreate this with vex. what is wrong with the vex? Thanks!
  3. When setting a parameter value with VEXpressions for instance orbitspeed = orbitspeed. Is it possible to set orbitspeed upstream in a pop wrangle? there is no @orbitspeed on the geometry. So I guess this is not an attribute but a parameter value somehow accessible with set variables only in the VEXpression field. Thanks
  4. pcopen with vex v.s. vops

    YES! that is exactly what i did. Thank you very much! also why does sidefx not just default the inputs to the cosponsoring inputs. this seems to make very little sense. maybe they fixed it for h17
  5. Using Point Position Dop with packed primitives

    Yeah, Okay thanks you.
  6. I'm trying to use the Point Position dop in a rbd packed object sim. Similarly to what is shown in this video. https://www.youtube.com/watch?v=mDkc2gU31sA but with packed objects. In the tutorial he uses the expression dopoption($DOPNET,$OBJID,"CopyInfo","copynum") in the Point Number field. This doesn't seem work on a packed primitives. I don't think there are values for the CopyInfo or copynum parameter. I have tried using @ptnum as shown in the attached screen. Is there a way to use the Point Position dop with packed primitives? thanks
  7. point expression for vector values

    Ah OK. thank you.
  8. I'm found this point expression point("../instance1",instancepoint(),"Cd",0) to access the value of the first index of the Cd vector attribute. However i can't find any reference to this usage of the point expression in the help files. the help shows point(geometry, string attribute_name, int pointnumber) with the attrib string as the second parameter and the point as the third. When there are 4 parameters it appears that 2 and 3 are swapped. this makes sense but is this shown in the help? thanks
  9. vdb from camera to polygons

    Ok it works. thanks for the help.
  10. I learned that you can create a vdb from the camera using the vdb node, set to "From Camera". This shows you the camera frustrum as a bounding area. I want to turn this vdb into polygons. my failure to do so reveals my lack of vdb knowledge. The vdb From camera tab is set to fog volume. I gave it a name of "density" and used a vdb activate to give a value of 1,1,1. I tried to use a convertvdb node to convert to polygons, this didn't work. i'm misunderstanding something here. help would be appreciated.
  11. vdb from camera to polygons

    Thanks for that. I at least now have density values in vdb activate. however convertvdb does not produce polygons. see attached image.
  12. printf

    Thanks a lot for your explanation. I think it should be added to the Houdini docs. much appreciated.
  13. printf

    I'm confused about printf. I don't know c++ and so never had to use it before leaning vex. I'm wondering about all letters you can use for the arguments in the printf function. I've seen %f used for a float. %d also used for float (decimal i guess), %s for string, and %i for integer. the docs state: The conversion of the argument is specified by a single letter: g, f, s, d, x, c, p. it goes on to show: %g, %p, %c Print an integer float, vector, vector4, matrix3, matrix or string in "general" form. %f, %e, %E Print a float, vector, vector4, matrix3 or matrix in floating point form. The first example shows 3 argument types and 7 data types. Does this mean i can use any of the listed %letter arguments with any of the data types shown?
  14. add spring to a lookat constraint

    That works. Thanks!
  15. I'm trying to at a bit of rotation spring to a look at constraint. It's not working. I created a lookat constraint and then within the constraint network after the lookat chop I add three deletes with t*, r* and s* and then merged the channels back together. I added a spring chop to the r* channels before merge. (see attached image) There is no spring added to any channel. I'm wondering how this could be done.
  16. Thanks for this topic and solution. This helped me build a camera rig.
  17. in a blast node I can set the group with @name=vel as well as @name==vel . It makes sense to me the equality operator == should work here as it returns a boolean. Why does this work with an assignment operator = ?
  18. I'm trying to create groups with a wrangle from @class attrib after a connectivity sop, using "iteration" attrib in a foreach loop. f@group_`"detail("../foreach_begin1_metadata1/", "iteration", 0)"` = @class; I was thinking the backticks and quotes should resolve to the iteration number as a string. then concatenate it to the f@group_ and that equal to class number. However i think the iteration and class atribs are integer values and the f@group has to be a float? confused...
  19. Houdini 17 Wishlist

    A better illustrator importer would be nice. Specifically one that can imports open curves. The way C4D does. This would be an advantage to those considering Houdini for motion graphics.
  20. I'm trying, with out success to create an Id map to use in substance painter. something like the quixel colors plugin. I assigned two principled shaders, with different base colors with a material sop at geometry level based on primitive groups (see Attached image). I set up a baketexture rop to export a basecolor image plane, see attached image. The exported image is white. I want uv rendering of the colors in the textures. There is something i don't understand called a uvlense shader. do I need to use this? I didn't add any lights to the scene I don't think i need them. I got this warning: A head-light was automatically added to the scene. If the soho_autoheadlight parameter cannot be found in the Objects tab, add the rendering property to control this behaviour. I would appreciate if someone would point me in the right direction. Thanks
  21. increment every 20th frame in a sort

    Oh right. Thank you.
  22. I have a sort node set to shift. I want to increment offset by 1 every 20th frame. $F%20==0 sets the offset from 0 to 1 every 20th frame. But how can I increment the value instead of setting to 0 or 1? Thanks.
  23. I'm watching Steve Knipping's Applied Houdini-Rigids III. He does a point snap align thing that I don't understand. see attached vid. He calls it a magnet snap which I assume is a Maya term. Can someone explain how he does this? Thanks magnet_snapping.mp4