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MBaadsgaard

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About MBaadsgaard

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    Peon

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  • Name
    Martin Baadsgaard
  • Location
    London
  1. hou.Geometry.point() not working..?

    Damn, I didn't realize. Thanks! Yea I am on 16.5..
  2. hou.Geometry.point() not working..?

    This is all happening in an HDA that will be used in Unity, so I have to keep all paths relative. I tried doing it in a new scene with an absolute path, it still won't budge. Did you get that example from some of your work or is it just an example?
  3. hou.Geometry.point() not working..?

    Simple problem: I have a foreach loop running over points on a curve each with an attribute that is randomized for which variety of geometry it needs to use. The varieties are coming from 1 input, but where each variety has a different primitive attribute for which variety it is (I get the geometry in from Unity). I got the geometry getting piped in to a copy to points node, in the foreach, but before that I need to delete, per loop, what is not used. Or I need to pick it, I don't know. I just need the loop to select a variety based on the randomly generated attribute. So the way I did it was with a delete node, with an expression with the following python code: curVal = hou.pwd().curPrim().attribValue("namechoice") compareVal = hou.node("../foreach_plank_start").geometry().point(0).attribValue("nameselect") if curVal != compareVal: return 0 else: return 1 Comparing the primitive attribute (int) with the point attribute (int). But.. I get this error: Error: Unable to evaluate expression ( Traceback (most recent call last): File "<stdin>", line 3, in expression AttributeError: 'Geometry' object has no attribute 'point' (/obj/worknode/fence_maker/delete2/filter)). Explanations to why hou.Geometry.point() is not "valid", suggestions for other ways to code it or suggestions for other way to do the network are most welcome!
  4. Hey there. I am trying to read a heightmap, do some changes to a specific area and then write it back out again. I am making it a specific area because an 8x8k heightfield seems a bit too heavy. Unfortunately, when trying to use a Composite COP Node to compose the changed area back on the original image, it leaves big black bars, freezes Houdini, or just instantly kills Houdini. On trying to export it all with the ROP File Output node, it just g ives a bake error. Could anyone have a quick peek and see if there is something obviously wrong with my setup? I imagine it is because I am new to the program and am doing something fundamentally wrong with the way I build graphs. The attached HDA needs a heightmap and that's about it. The Composite node is in [HDA]/TerrainTileOut/Output_Texture/ where it's the second last node. Thanks. Terrain_Spawner.hda
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