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Everything posted by GreenAvoy

  1. Good day everyone! For now I can introduce you another, I guess, simple thing. it's a fully procedural model and I'm trying to connect all "corner points" to all "wall primitives" and get one close shape with same amount and position of points on this shape. Below attached pictures of what I have at the current time and how (as example) that expecting to be at the end. Does anybody know how to solve that stage? Any possibility to do that with SOP\VOP nodes, or VEX is essential? Thank you
  2. How to connect points to other points by attributes?

    Thanks for reply! ...My H v13 cannot open this file, sorry >.<
  3. Good day everyone! I have another problem: cannot extrude multiply edges\curves (which set in SOP as primitives) in one direction. I quess it's cause of vertices direction, but while I used attribVOP... that didn't help. That trouble appears after "resample" node (but I need this node in exact order of my pipeline). I attach current result of "extrude" node and another image, where edges has been extruded properly (to one direction): Thank you
  4. How to connect points to other points by attributes?

    Thanks for reply, Aizatulin! With this code in "attribWrangler" node I have that kind of issues: int n = npoints(0); int zero[]; int one[]; int c; // zero ~ isolated points // one ~ end points (with only one neighbour) for (int i = 0; i < n; i++) { c = point(0, 'n', i); if (c == 0) { push(zero, i); } if (c == 1) { push(one, i); } } n = len(zero); int l = len(one); float dist[]; vector V,W; float d; // calculate all possible distances between zero and one for (int i = 0; i < n; i++) { V = point(0, 'P', zero); for (int k = 0; k < l; k++) { W = point(0, 'P', one[k]); d = length(W - V); push(dist, d); } } // sort distances sort(dist); // the n * 2 - smallest value should be the maximum distance float maxdist = dist[n * 2 - 1]; int line; // now connect all points with a smaller distance than maxdist // zero <-> one[k], if distance is small enough for (int i = 0; i < n; i++) { line = addprim(0, “polyline”); V = point(0, 'P', zero); for (int k = 0; k < l; k++) { W = point(0, 'P', one[k]); d = length(W - V); if (d <= maxdist) { addvertex (0, line, zero); addvertex (0, line, one[k]); } } } ____________________________________________ Issues: Error: The sub-network output operator failed to cook: /obj/curve_object1/by_dist/attribvop1 Error: Vex error: /obj/curve_object1/by_dist/attribvop1/snippet1: Syntax error, unexpected end of file. (46,27) Failed to resolve VEX code op:/obj/curve_object1/by_dist/attribvop1. ...On top of that I could say that I am absolutely zero in scripting... :c Maybe that errors cause I use old version of Houdini (v13) cause of my PC.
  5. How to extrude edges\curves to one direction?

    Thanks for reply! I've tried and your method didnt work with my hands. 3 hours of clicking... but at least "volume extrude" work for now. I guess I need to normalize normals (VOP).
  6. Thanks for reply! Unfortunately I found that with VEX at the current moment I cannot deal at all. Even with expressions. Everything except nodes gives me really hard to understand. I can only copy-past any code. That's why I try to avoid VEX but using only nodes (VOP). Trust me - it's a nightmare...
  7. Good day everyone! I been stuck for a while with a simple task, such as to move all of primitives, which has attribute "class" (cause primitives separated from each other threw "connectivity" node for later use as pseudo group) to World Coordinates XYZ = 0, 0, 0. Does anybody know how to solve that? Especially helpfull will be solution threw SOP nodes or VOP nodes. VEX welcome as usual, but can this problem be solved without scripting by the same time? Thanks
  8. How to extrude edges\curves to one direction?

    I found one solution - to use volume extrude node and then convert type of geometry to poly.
  9. Okay - I solved it. Thing is that you need to use third input of "Transform Pieces" node. First input for that do you want to transform (it could be multiply objects). Second input - points, to where you need to relocate your staff from 1st input. And third input I used to move all of my primitives (which I use for 1st input) to locate at the points of third input. Pic is attached: