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About RustyMac2020

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    Ahmet Barak
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  1. What is the difference between npoints() and point()?

    Hi I just checked it out, it says that npoint() function Returns the number of points in the input or geometry file. and the point() function reads a point attribute value from a geometry. Another question I wna ask with The point() function, is what would be a attribute value of a specific point? do point hold attributes? and if so what are they? Kind Regards Ahme.B
  2. Hi all I'm currently using VEX to do some scripting, I was just wondering what the difference between these two functions 'npoints()' & 'point()' were?
  3. Hi all I am currently working on a feasibility test in order to build up some understanding of procedural modelling, I have a question regarding expressions in Houdini today, I have received great help from artists in the community which I am very grateful for, thus has helped me get this far, the new question I have is, I would like to delete all the lampposts based on the location of a building box I am using to represent a futuristic house, this box will be a model of a house and will have details like windows and doors later on, with this in mind, am I better of using a proxy box over my model which deletes the lamppost inside the box's radius or is this possible with the actual asset itself?, I have attached an image of what I mean including the current expression within the delete node thank you . Kind Regards Ahmet.B
  4. For-Each Numbers Node Houdini 17

    Hi Spike, thank you for all your support so far, it has been some time since i last posted and want to thank you once again, I had to take a long break from trying to replicate the lakehouse tutorial due to some obstacles & university being in the way, however I have been contemplating and have started the tutorial back up again as seeing as I payed for it I might as well finish it. However, I am still having a hard time trying to fit and integrate some of the old workflow methods Anastacia uses in Houdini 16 into the more standardized version of houdini 17, mostly the For-Each Loop the more I watch the tutorial and try to think about recreating it in Houdini 17 the more daunting it gets, I have followed your example you posted and I understand it with simple geometry, additionally when I have to change it for the more complex looking stuff it is then that it confuses me the most, I will try not to give up and will go forwards with this, moreover, I hope to hear from you again this year 2019 Kind Regards Ahmet.B
  5. Getting Objects to spawn on the Normal location

    Hello, yes sorry that is true I did not, I have attached a screen shot of what I have inside my VOP node, however I managed to get a reply from the user "constantine magnus" who had previously helped me with the VOP node connections, I was silly and had forgot I could enter my VOP node to apply the same connections "constantine magnus" posted to me in VEX form. I have also attached a screen shot of my delete node I have a code inside it that again was help from "constantine" which basically takes the position of the main building block and deletes the points based on targeted components positions and translation coordinates. Kind Regards Ahmet.B
  6. Getting Objects to spawn on the Normal location

    Hello, oh sorry I had no idea, I will post for help on the Modelling forums next time I need to start a new topic in regards to this, and that piece of code you sent really worked, I will need to experiment more with the VEX code you have sent me, you have been really helpful and I cannot thank you enough for your time. I forgot I can access the VOP node, I'm so silly >_< I was missing a few of the connection we did in my previous post, my apologies. Kind Regards Ahmet.B
  7. Hi all I am starting to get a small handle of things regarding procedural modelling, and once again I have hit the cliffs during my journey; I am having trouble with trying to spawn these small Air-con units along a cube's normal's this is in order to get them more straight, and as a bonus I am trying to get the Air-con units to just specifically spawn on the normal's in a specific direction either X,Y,Z axis will do so long as I have control of the Axis myself that would be great : ) I have attached a screen shot of what I mean. I have tried to personally use the N attribute to get them to latch on the normal's, however it does not seem to work and I am out of ideas as to what could have possibly gone wrong I have also attached an image of a previous element I rigged up to this same system with Lampposts and they have spawned in the centre of the primitive. How would I go about fixing this please. Kind Regards Ahmet.B
  8. Help With a small project please. For a (Feasibility test)

    Hey thank you so much for all the help, I am ok in Houdini I have been using it for about a year on and off, and I haven't fully focused on it due to course work & studying along with reading and note taking revision on mathematics as a first for me, I have however been using Maya for 5 years prior, and have done a lot of great stuff on it, so my 3D knowledge is somewhat ok, its just my understanding of Procedural work flows that need to be worked on. Thank you again for all the help. Kind Regards Ahmet.B
  9. Hi all, I was just working on something that I received help on regarding a cube with Cones coming out the normal's, now I want to learn how I can generate the cones above a certain the height of 0 so If my cube is centred on the Zero plane I would like to only generate cones above the Zero plane such that they also spawn on the Normal's of the cube. Kind Regards Ahmet.B Cube_WithPoints_Reduced__and_Cones_Not_Placed_less_Than_Zero_01.tif
  10. Help With a small project please. (Feasibility test)

    Hey this has been a great experience, I managed to figure it out, my code had an error where the ch("height") was * 5 instead of * 0.5 Thank you for all the help it is appreciated. Kind Regards Ahmet.B
  11. Help With a small project please. (Feasibility test)

    Ok, so i managed to realise that the (Run Over) on the attribute VOP was set to the wrong setting, and I placed it on the right one now (Primitive), however I am now getting another issue, where the cones are not meeting the surface of the cube. I have tried scaling the cube & the tubes; again to no avail they still wont touch the surface of the Cube. Thanks Ahmet.B
  12. Help With a small project please. (Feasibility test)

    Hi konstantin magnus, thank you for replying back and the file you sent is really great, however as I am trying to learn and understand the process of what is happening, I tried to re-create the file for myself to get a better understanding, and I came up with weird results compared to yours, is there anything I'm misunderstanding or I am not seeing? here is my Houdini File and some screen shots of the issue. Thank you Rusty.M Cube_Feasibility_Test.hipnc
  13. Hi all, I am trying to do something basic for now as this will be a huge learning curve for me; I want to learn how I can create a Cube with Cones coming out of each of the Faces, this will be a Feasibility test for a bigger Project at university I have coming up regarding Procedural generated Architecture, and will be implemented in my Dissertation, everyone will be credited in my work, Thank you. I would like to scatter some points on top of the surface of a cube then have the points behave like anchor points for the cones to sit on, or for the cones to recognise there are points and connect with them. I have attached some images of what I mean. Thank you. How would one go about doing this simple task? Kind Regards Rusty.M Cube_WithPointsScattered_Across_it_01.tif Cube_WithPoints_Reduced_02.tif Cube_WithPoints_Reduced__and_Cones_Placed_Over_them_03.tif
  14. Resetting the Translate Of an Object to Zero

    I fixed it thanks man, I will share how I did this another day thanks again.
  15. Resetting the Translate Of an Object to Zero

    Hi, sorry I don't understand what you mean by the last thing you said worked, however I am not looking to have two transform nodes on all the object that I am going to import to the scene, I am taking them out of a KitBash model, and need to have everything clean and ready for use in a random generator built in VEX, I believe having too many transform nodes may interfere with the VEX code, I'm not that advanced with VEX yet and will be following a tutorial, I don't want to have errors down the line, as I may not be able to solve them. Thank you, all the help is appreciated : )