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About netherknight

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    Thomas van Fucht
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  1. Dynamic relative reference

    Omg fantastic, I've been scratching my head for ages haha. Thanks for the help Morn66!
  2. I'm setting up a scene with a bunch of colors. As such I like to keep them in a Null node so theyre all in one place. In a geometry node I'm trying to apply that color with works fine with relative reference: (U3650 being the name of the color) ch("../../Colorbank/U3650r") This works great but I'd like to have the U3650 be changed based on a string attribute on a diffrent node. that way I can change it there without having to tediously go into rgb values and changing it by hand. I've tried the following: (the value in lable_1 being U3650) ch("../../Colorbank/chs("../colorControl/label_1")r") ch("../../Colorbank/'chs("../colorControl/label_1")'r") However this doesn't seem to work. Could anyone help with getting this reference to work? This would allow me to animate the color per frame which allows for greater control in rendering varients of still images. I've attached a simple hip version of the problem. RR-Help.hip
  3. Generating a grid of points based on text.

    Also @konstantin magnus Would there be a way in python of reading the created array and say for example above the "1" there is an "11" then delete the "1"? The same for "2" and "12" ect. And then if the "11" is under another "11" than it too shall be deleted? I'm thinking two passes, the first one deleting all "1"s under "11"s and then the second pass deleting all "11"s under "11"s if that makes sense. So a grid of: 1;1;11;2 1;11;11;12 1;1;1;2 Would result in a grid of: ("x" being deleted resulting in an empty spot. So this wouldn't cause the whole grid to move up. ) 1;1;11;2 1;11;x;12 1;x;x;x;
  4. Generating a grid of points based on text.

    @Konstantin That's perfect! Thanks for the help! @Andrea Great! I didn't put it to run over detail. It doesn't seem to take very well to a pattern though for some reason <-This being your version Andrea <-And this being the same pattern plugged into Konstantin's python. I'll be trying to figure out why it's not working but for now the python code seems to work better and faster.
  5. Generating a grid of points based on text.

    @Andrea, I like where you're going with this but I'm having trouble applying a hand input array for the "set_Geo_by_array2" node. Seeing as that method has you creating the array based on randomly input values. Wouldn't you then still need to use "i@val = i[]@myarray[@ptnum];" seeing as you need to set the array values?
  6. Generating a grid of points based on text.

    Thanks Konstantin, I'm new to python so I'm not entirely sure how I would go about implementing this. I'm assuming you'd add a multi-line string as a parameter on the python node, but I'm not sure how to get the geometry attached?
  7. Generating a grid of points based on text.

    That would be 500 rows and 500 columns and then applying a patern of 500x500 numbers. with the size of the grid being 15 x 15
  8. Generating a grid of points based on text.

    Great! That's basically exactly what I need though that method seems to destroy my memory (128gb) when I try to apply the array to a large weave pattern which is to be expected. It seems to do fine around 200x200 but double that causes my memory to run out. So I'm thinking I could split it up and merge after which would alleviate that issue. Though if there's a better way of going about it that would be great.
  9. Generating a grid of points based on text.

    I would also like to add that adding them all manually would be impossible due to the various weave patterns being grids of around 200x200 points. So having a way of copy pasting the pattern and having it make the group would be ideal.
  10. So I'm working on creating a grid with specific attributes or perhaps groups. So say "1" generates a Cube "2" generates a Sphere and "3" generates a Torus, going up to 9. So my idea is that I can type out a grid like so: 1;1;1;3;3;3;2;2;2 2;2;2;3;3;3;1;1;1 3;2;1;3;2;1;3;2;1 1;2;3;1;2;3;1;2;3 3;2;1;2;3;2;1;2;3 This would then divide the 5x9 grid into groups based on the numbers. Is there an elegant way of achieving this in VEX/Python? This could also work as a point cloud but it would need to have constant spacing between the numbers and control over the size in units of the grid. As a follow up this would be great if I could use this as a weaving pattern with splines. So in this case "1" would mean: on top, "2" would mean under: and "3" would mean: extra high. Though this should work if we get the rest to work as is. Any help with this would be appreciated.
  11. changing color based on a map after a wiresim?

    Thank you! I will try it tomorrow, just heading home from work now. I'll let you know if it works!
  12. changing color based on a map after a wiresim?

    Yes this definitely works however I can only seem to do this during the creation of the wires. Sadly this means I need to stat the simulation over again because Houdini sees the change in color as a adjustment making the previous simulation moot. (Unless there's a way of avoiding that whilst maintaining the color change) This also wouldnt work with rendered out simulations ofcourse due to point color being part of the mesh.
  13. changing color based on a map after a wiresim?

    Is there no way to go about this?
  14. I've generated a bunch of wires which I then applied a wiresim to. Now after this I want to change the colors of the primitives through a texture map. I'd like to do this after the simulation so I can change the texture without having to run the simulation again. Usually when applying hair material to hair you can add a texture map to the root color. This will then allow you to color in the hair based on anything. This doesnt seem to work with my generated wires though. changing the root and tip color does result in a gradient over the strand like image 1. But applying a map projects the entire image per strand. Is there any way to adjust the colors to what I want? Edit for slightly more informaion: So it would be nice to have the strands inherit the color of a texture somehow.
  15. Transfering colors in attribute wrangler

    Yes, great, thank you! I must've been staring at it too long haha. Thanks!