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Everything posted by CinnamonMetal
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@j00ey You have to use the enumerate vop in order to use global attributes which are outside of the material global attributes inside of a inline vop; I thought that was by choice ? I tried, rather then the enumerate vop to use @id; or @id = @id; in a primitive wrangler; and neither worked ? One cannot also do multiple attribute within the enumerate sop as in; @id @primnum etc. If this is the only method by means to get attributes to be applied to the geometry for which the inline vop can read these attributes, only once they are bound in to the material; excluding global variables which are native to the material context those don't need to be bound, if this is all correct ?
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When using the inline vop node; I understand that you can set multiple output types but how does the Inline VEX code link with the output types ? For example, if I create a variable named $pntLng or I assign Cd to $pntLng as such $pngLng = @Cd;. How would the output type variable name link to the Inline VEX variable $pntLng ? The output type has two options where one can enter Output Names, how can the right side of a Output name be used ?
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@j00ey This is your scene, slightly modified; it renders as strictly white ? B_inline_colour_by_id.hipnc Attached is also my original scene although modified, which renders as simply white, as well ? Sorry, if I should so happen to have missed something before posting the scenes. qa_cinnamonInline.hipnc
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Although if you take the scene which I rushed, and fix the errors; and even take your code and paste it into the inline vop of my scene; there are no errors, but it doesn't render the primitives a color ?
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I rushed that scene out too fast; hence the errors
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You must bind import the attribute; but only attributes which are not global variables used within the material context, otherwise the inline vop can't find the attribute, correct ? Although it is still not working ? See updated attached file. qa_inlinevop.hipnc
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I've attached the scene. qa_inlinevop.hipnc
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@j00eyUnfortunetly this code is not working; I'm expecting to see color only on the specific primitives but instead I get an error ? $id = 0; if($id > 2 && $id < 10){ $Cd = {0.4,0.5,0.1}; }
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In other words you mean; if($id > 2 && $id < 10){ $Cd = {0.4,0.6,0.1}; } And bind $Cd export out ? I don't see primnum working either; I thought you could use that global variable.
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Don't you mean, f@value = 2; ? Within the inline vop I have these lines of code; if($primnum > 0.5 && $primnum < 0.45){ $Cd = noise(cos(34)); } Although I don't see any noise applied to only the primitives in the condition ?
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@j00ey Why am I getting an error on this line; vector $pntList = set(1,1,1); ? Hopefully you can explain the error in the forEach end block ?
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@j00ey When you look in the scene within the inline VOP, there is a variable named $pntColorList. When creating an export variable of the same name, you get an error, although if; as seen in the attached scene you give a different name for the export name, no error is thrown ? Although if I'm correct, the variable $pngList is not accessible for export because the export name is different ? qa_inlinevop.hipnc
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@j00ey If I understand correctly, if I make a variable called $pntList and I want to export the variable, I must make a export name called pntList as well; correct ? From my experiments if I do what I mentioned above, I get an error; but if I give the export name a different name then what is the variable within the inline vop; no error is thrown ? Meanwhile you are saying if I use something like the $Cd.r variable I must give an export name of the same variable name, in this case either @Cd or @Cd.r. Although if you supply a different export name, it won't be linked with the variable within the inline vop, correct ?
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This is some, well; should be workable garbage code, although I don't know why I'm getting an error; unless I'm doing something wrong ? float $opp; vector $sUV = dPdt; @Cd.r = $sUV;
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You mention one can't export parameters which are not defined for output. Although I have a crude test example, which I have a variable within the inline vop but I'm not defining it for export but the inline vop doesn't give me any errors. Why I asked, if you define a variable inside the inline vop without declaring it as an exported parameter, is the variable only being used within the context of the code but not export, unless it is being declared for export ?
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By label you mean, if I wanted $pngLng to have a parameter label such as `PointL` ? What if I have a variable called $something but I don't create the same export name, I assume it's only used within the code but can't be exported obviously, correct ?
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Anyone use the SetLayerExport VOP ? Is it used only if your mixing materials and want to export the combined mixed materials to a extra image plane ?
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@davpe Why would the loop apply to each primitive rather then the whole mesh, if I'm applying UV coordinates, using the UV coordinates vop ?
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I know I'm doing something wrong, as I can't get this for loop to work on the material; it's not perfect, that is where I want to know what I did wrong ? LoopTexture.hipnc
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I can write them in code, this node always throws me off.
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I'm importing geometry within COPs, using the Geometry node; followed by applying a ramp, although how do I get that back to the object as to render it on the object or use it within VOP's ?
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I'm trying to build an animation where a wheel rotates based on the path of the axis, axis in this case being a simple primitive although, I don't know how to get the wheel to follow the axis and rotate based on the velocity of the axis (cube) ? I have the path for the cube but stumped on getting the wheel to follow the cube and to rotate.
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How do I use the velocity of a cube and make a rotation matrix to be applied to another object, as to rotate the other object while the cube translates ?
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Sphere rotates and follows cube
CinnamonMetal replied to CinnamonMetal's topic in General Houdini Questions
@mangi It doesn't take into consideration if either the sphere or the box as a velocity angle ? -
I want an object to follow another object based on the other objects position. For example; a sphere follows a side of a cube, but I want the sphere to rotate based on the velocity of the cube ?