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philpappas

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About philpappas

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    philpappas
  1. Random Sequence jpg to each grid

    i've done some more progress and i am one step before nailing this!! so within a python node i read folders and take the first image from each. i also convert the last part of the path to $F3 or $F4 depending on the sequence. So i have a list of all the paths and i write them as detail attributes, so that i can choose in a random fashion later and apply to each primitive. Problem occurs, the LAST problem i hope, when try to read this detail string attribute (CSequences/image.$F3.jpg) from a material node like this `@path0` using the local material override if i expand the expression this is what shows up CSequences/image.$F3.jpg but when i write a path directly to that string field this is what shows up CSequences/image.001.jpg the second attempt shows that the sequence gets recognised but for some reason through the detail string attribute the $F expression doesnt get recognised. Hope this is clear,any tips much appreciated! random_sequences_V2.hip untitled.bgeo
  2. i have this geo and i want to apply random textures from a folder hierarchy. i friend of mine helped with some python code, so now i can select a folder randomly and then get the first image of the sequence with a little tweaking i managed to plug it in a quickshade and converting the file numbers to $F4 or $F3. so it should read the sequence BUT!! although i have the iterations attribute of the foreach meta node as a seed for the python script, the same image applies to all primitives. What is missing? Side question: why are the uvs rotating? any tip much appreciated, houdini forums are bit dry right now random_sequences.hip untitled.bgeo
  3. Cell expension algorithm suggestion

    three years later.... i am doing a similar research for 2d cell expansion and i've found this guy on instagram, true inspiration, says there are no dops involved. just vex and sop solver and thats all you get, enough to get me started. i m actually glad there are no tutorials out there, gives you a chance to figure it out by yourself https://www.instagram.com/blester.vfx/
  4. Add prims VEX

    hahah nice! i'll take a sip of coffee and read this one
  5. Add prims VEX

    great, now i'm not so sure this was the right method all along because i wanted to enumerate the prims as you see in the attached image. kind of a reversed matrix (thats how i'd do it in grasshopper) i should probably construct the prims using the radial lines one by one and attach an attribute for each layer(?) ...i can think of ways but maybe i am over complicating it
  6. Add prims VEX

    no i wanted "poly" and it worked great when i swapped i for prim0 in each addvertex function! thanks!! your method is interesting no vex, i'll have a look
  7. Add prims VEX

    i'm trying to connect each point with the next one and then the centroid what am i doing wrong? seems simple enough (maybe there is a node for that) ideally i want to make also edge loops after like concetric circles connect_to_center.hip
  8. xyzdist function check

    to get some perspective on the amount of geo, i should mention that i'm trying to process an OSM file. if you take a look at the file posted you can see the basis of what i'm trying to do, but multiply that by tens of thousands of city blocks.
  9. xyzdist function check

    i thought this would be a big no no if i'm already dealing with huge amount of geo. resampling would explode my pc, no?
  10. xyzdist function check

    yes it worked pretty good. there is some lag but not the houdini crash kind of lag!
  11. thanks! in the second method, can you also use conditionals or if statement in the default field? like if (ch("visualise_arrays")=0,0,1)
  12. Inside my hda parameters when a toggle is set to 0 i want another toggle to do the same. where can i write something like an if statement if(toggleA=0) then toggleB=0 else toggleB=chi("../..blah") i cant do it from the disable when or hide when because that is just for the ui. how can i change the value?
  13. Link toggle values

    Inside my hda parameters when a toggle is set to 0 i want another toggle to do the same. where can i write something like an if statement if(toggleA=0) then toggleB=0 else toggleB=chi("../..blah") i cant do it from the disable when or hide when because that is just for the ui. how can i change the value?
  14. xyzdist function check

    nice! i'm trying to execute this for 100.000 prims though, the previous method with the for loop wouldnt finish in my lifetime even if i compiled that which i did. could there be a better method than xyzdist for this operation?
  15. xyzdist function check

    so a for loop is necessary to distinguish the primitive calculating from the rest. thats a bummer i thought you would need to create an array of every primitive except the one currently processing and update that array each time in a primitive wrangle, but i couldnt think of a way to feed the array to the xyzdist function. looks like you can only feed it the node inputs but you cant process that beforehand? the for loop works though,i'll try the group method you mentioned its probably the simplest way to go keeping everything clean inside a wrangle. i'll post it here if i get it to work. thanks xyzdist.hipnc
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