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CinnamonMetal

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CinnamonMetal last won the day on December 12 2020

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About CinnamonMetal

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    Christopher
  1. I'm trying to understand TOPS by loading a texture into a wedge TOP by grabbing the basecolor of a principal shader for R,G,B but my object has disappeared in the viewport ?
  2. How can I get the bounding box of a texture image within a UDIM patch of a UV attribute ? In other words, you load a texture in materials whether that is color, bump etc; that texture may be explicitly placed when created on a specific UDIM patch. How can I find the bounding box for that texture, whether it matters that the texture will have an alpha !
  3. ReverseNormals and Union

    Reversing them after the loop just makes the threads normals, inverted; while the tires normals are correct. Instead of both the tire and the threads normals facing out.
  4. ReverseNormals and Union

    I want not only the tire, but the tire threads to have their normals reversed and all boolean unionized together. Up to now, this is only what I've been able to achieve; the threads are boolean unionized with the tire, but the normals of the tire are inverted ?
  5. How -- Shallow Parabola curve ?

    How place the bend in the middle of the curve rather then at point 0 of the curve ?
  6. How -- Shallow Parabola curve ?

    I assume I should use a point cloud open, to pick a point to use as for bending ?
  7. How -- Shallow Parabola curve ?

    I want to create a parabola but, only a shallow curve which you can get from a parabola. How would I create the points as to get such a shape, I've tried sine and cosine but nothing which resembles ?
  8. Delete Class UV attribute

    How can I delete a class with a primitive value of 13 based on uv's ? Also, how can I find the size of a uv island, I don't want the bounding box of the area, rather the actual size of the island ?
  9. Fit detail attribute into 0-1

    Is it not possible to have a UV layout sop after the file; then get the island attribute and use that in a forEach sop and then move each island to a different udim using a transform sop within the foreach sop ?
  10. Fit detail attribute into 0-1

    When promoting uv from vertex to point as P, my mesh becomes completely tangled after the vertex split; as your example @konstantin magnus ? It would be because the UV are outside of the 0-1 ? v@bbox_min = getbbox_min(0); v@bbox_max = getbbox_max(0); f@fituv = (float)fit(@uv,@bbox_min[0],@bbox_max[0],0,1); f@fituv = (float)fit(@uv,@bbox_min[1],@bbox_max[1],0,1); f@fituv = (float)fit(@uv,@bbox_min[2],@bbox_max[2],0,1); The above is getting me the bounding box for all three values for the min/max but how can I set them so that the UV fit within the 0-1 range. The above was what I had planned.
  11. Fit detail attribute into 0-1

    I don't have a vector variable for the first parameter; only two detail attributes which I split and promoted from the vertex attribute uv. I tried the @P attribute but that won't have any effect on vertices; only attempted because it's a vector.
  12. Fit detail attribute into 0-1

    I corrected the parameters which I posted in my original post. Although the fit() function has five arguments; the first argument is what I don't know if what I'm entering is correct ?
  13. I'm promoting the vertex uv attribute to each their own detail attribute using an attribute promote; except now I want to fit the values from these two detail attributes. Therefore I'm running the following code in a detail wrangler; although I'm not getting the result which I want ? vector newUV = fit(1,@min_u,@max_v,0.0,1.0);
  14. Group from Points Array ?

    Actually, I do have multiple points with different arrays. Are you saying, rather then a detail attribute, I use a pointattrib; since I want to get the attribute array for multiple points ?
  15. Group from Points Array ?

    One question, from the way I understand, this can be run on points; rather then detail ?
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