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  1. odd behavior of a digital asset in UE4

    fixed it by placing 'Attribute Delete' to the stream where curve from UE4 will be connected. Just in case if somebody encounters the same bug)
  2. Hi, I have encountered some odd behavior of a digital asset in UE4, could somebody please try and do the same to confirm, or maybe point at what am I doing wrong? So, first of all, my Houdini version is 18.0.348 and UE is 4.24.1 I'm quite new to all houdini_to_UE related stuff so probably it is not a bug, but my misunderstanding of some core principles. So I made an hda which has Sweep node inside and a profile curve; when I put it in the UE4 and use curve_input, it works but the resulting geometry appears squashed by one of the axes. Oddly though, if I use PolyWire instead of Sweep in my asset it works just fine.
  3. Hi, I have some problems using Houdini on 4k screen. Global UI scale in Preferences helps a bit. 1. But the size of 'shape_pallete' is extremely small. (you can try to find it on the picture attached) 2. When you're using 'switch node' the active connection is shown as a solid line while inactive as a dotted line, but in 4k they both look the same. 3. If the handle of any horizontal slider is at the far left position it is almost impossible to click/drag it. 4k.zip
  4. about parallel processing in VEX

    Thanks for the explanations!
  5. about parallel processing in VEX

    @Skybar, @acey195 Thanks, very interesting! I'm not sure that I understand this. could you, please, explain about using 'meta data block' I sort of understand that, but most of the time I'm trying to do exactly the opposite - to squeeze everything into one uber-wrangle
  6. Hi For some reason, it is hard for me to understand multithreadness of VEX I mean, in most cases, the fact that my code works in parallel on each of the components messes my plans. So I usually make my code to be able to work on 'detail' and manually set all the processing loops. Everything was fine until yesterday when my wrangle was cooked for a solid eight hours.) So my questions are: Is there a way to make a point(primitive) wrangle to process elements in a specific order, or do I have to use detail_wrangle if the order is crucial? Can I somehow speed up a detail wrangle, like divide all the components in several batches or partitions to compute them in parallel? Can you suggest something to read about how to adjust both my mind and code to be parallel processing friendlier)
  7. odd behavior of carve / pscale

    @animThank you! You saved me from the sleepless night:)
  8. odd behavior of carve / pscale

    @Atom Thanks! Could you please explain why it works this way Looks like "carve" somehow messes with point numbers, I've remade it but instead of using @ptnum for pscale I used @primnum, and promoted it to points. And it worked. carve_q2.hipnc
  9. odd behavior of carve / pscale

    @Atom But I need that pscale :), the spheres should be of different sizes, what's odd and what I was asking about is, if I try to change the attribute which drives carve_SOP it also changes pscale of these points If you have time, please look at the attached file. Try using a slider in the Null node named "CONTROLS".
  10. Greetings, I made a set of lines, assigned a random pscale attribute to points on one side of the lines. I copied spheres to the points, then I promoted pscale to the lines as a new attribute, then used that attribute to drive carve_SOP. But when I modify the attribute driving carve it modifies not only carve(first U) but the scale of these spheres as well. carve_q.hipnc
  11. Thanks. For some reason, I thought that I should copy pivot as well, but it looked weird.
  12. Hi, Is there a way to store rotations made by edit_SOP(packed primitives)? I'd like to re-apply them to another geo
  13. It sort of works if I use 'transorm's' parameters instead of bounding box size. But I don't understand what makes the difference. stacked_boxes_qq.hipnc
  14. Hi, I'm trying to store a size of some objects into an array using 'foreach loop'. And it works in a single pass mode, but not in normal mode. And I have no idea why Try to switch single pass mode on and off and check attributes on detail stacked_boxes_q.hipnc
  15. Hi, I'm trying to make two flip fluids interact with each other, but it doesn't work so far. Also, I would like to assign different colors to these liquids. flip_test.hipnc