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    Martin Kenzel
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  1. Inside a material builder I would like to use the intersect() function. As I couldnt get it to work with the op:/obj/path_to_mesh syntax or any other way I was wondering if using intersect() is even possible in mat context? Also, is there a simple way to return the scene path to the geo the current sample belongs to?
  2. parameters not added with #pragma

    so it seems to me that this has been moved to the Input/Output section of the Operator Type Properties. You can hit the 'Create/Update Inputs From Parameters' option and hook that up with parameters inside a material builder node.
  3. I cant figure out how to get Houdini to add Parameters for arguments of my main function. My understanding is that: #pragma label test "Test" #pragma export test all cvex fun_ction(float test=1; export vector P=0) { P *= (vector)test; } should expose a float parameter labelled ''Test" to the UI. However, if I create a node with this definition there are no parameters added based on the code. I can add them manually in the Operator Type Properties but I would rather have them defined in VEX. Edit: It must have something to do with the mat context. Creating the asset in shop context in h16.5 works just fine. asset_param.hiplc
  4. Redshift stuck at 1/2 res

    oh my, I was looking for options on the IPR node itself, not for an IPR menu on the ROP node. Thank you for pointing me in the right direction.
  5. So I'm playing around with redshift a bit and cant figure out why it keeps rendering at 1/2 the set resolution. The render cam is set properly in the Redshift_ROP and resolution override is disabled. Changing it to 'User specified Resolution' has no effect. Changing the camera specific resolution has an impact but the output res always remains at 1/2 of that value.
  6. particle question

    Here you go pcopen.hipnc
  7. particle question

    give the pcopen function a try! You can retrieve the position of each/the closest point that way and feed it into your goaldir var.
  8. Volumesample with Noise

    well, after further review it dawned on me that, since hes using a SDF, the worley noise can just be subtracted from the sdf values
  9. Volumesample with Noise

    I am following this great talk by Saber Jlassi where he uses noises to distort a volume (around 7:30). I do understand that hes using the aanoise to change his lookup position for the worley noise, but I dont get how he proceeds from there. Volumesample requires a vector input and I dont get how he generates a meaningful position vector from the single float output by the worley noise. volume_rock.hipnc
  10. Dynamically scaling pieces?

    You could use a 4d noise, using the scale attribute as the w component. For your setup, if you promote the $CR attribute to a detail attribute you should then be able to use that as a scale. Random_Piece_Scale_mk_v001.hip
  11. Maximise Pscale

    oh, you can just put the exact wrangle you have in the solver sop into a foreach iterating over points and get the same result
  12. Maximise Pscale

    thanks a lot for your file jamesr, this is definately a ton better than what I came up with! I think the overlap is a result of your step size. What really put a knot into my brain yesterday was finding a way to directly calculate the pscale in a single pass eg. by finding the min. of the lengths of all midwaypoints...and all that amounted to is that I am pretty sure there is no way to solve this other than incrementing the scale ^^.
  13. I am struggling to find a comprehensive solution for the following problem: Given a scattered point cloud, how would I calculate a pscale for every point that is the maximum possible pscale while at the same time avoiding intersections between the spherical ranges they describe. Generating the pscales between the points is easy of course but maximizing the space they use is giving me a lot of trouble. If you look at this image, you can clearly see the problem: Blue numbers are the @ptnum, red numbers are the number of their closest neighbour. Points 6 and 9 work fine. They represent each others closest neighbour, thus "touch each others surface" fine. It gets tricky when points are not each others closest neighbours. Point 7 is closest to Point0 while Point 0 is closest to Point 1... My attempts at "fixing the gaps" finally lead to this: But since Points 7 and 0 BOTH Need to be scaled up to touch their neighbour, they start to intersect. I am at a bit of a loss here.... ClosestDistanceTest_mk_v003.hip
  14. PolyExtrude Issue?

    Weird. If instead of using the extrudeFrontSeam group you create another unshared edge group between the two polyextrudes you end up with 24 points. Both groups are identical though.
  15. Smooth Groups

    So now I've wrapped this up into a subnetwork. Sharing it here as well as my random group expand, in case anyone cares. GroupMod_mk_v001.hipnc