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laurups's Achievements


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  1. You can use Polyloft for it. But in order for it to work all curves must be the same kind. Yours is a mix of nurbs and polygons. Polyloft works best if both curves have equal amount of points. untitled.hip
  2. I have messed around a bit, but I managed to get it to work, I think. Of the HDA, I added the spare parameters with "Edit Parameter Interface", in the nodes parameter editor. Then I opened the "Type Properties", went to the "Save" tab and enabled "Save spare parameters". I do not add the parameters in here. When I click accept, it will scream at me saying that some parameters have been changed, with this I say "No changes" Now when I place the same HDA down it kept all Spare Parameters. If I right click on the HDA and click "Save Node Type", it will delete all spare parameters If I add the parameters to "Type Properties" and "Parameter Interface", the parameters won't be editable anymore Sometimes you have to re enable "Save Spare Parameters" to make it work again. I'm not sure why you would want to do this though. It seems a little buggy. But then again, I never used it, so I might be wrong. Also I have no idea if this will work if you use the HDA for other programs, like inside of Maya or Unreal.
  3. attribute create: set Group Type to Points. set Group to which points should receive new value. (This should be setup the same way as the attribute. Such as if attribute "a" is a float, "Type" should be float. If it's a vector, "Type" should be vector) Attribute Wrangle: set Group to points that should receive new value get attribute and define value i@a = (value); Attribute Adjust Integer/Float/Vector: set Group to points that should receive new value Which attribute Set constant value All these have a similar result to this:
  4. What might be going wrong is because normals and positions work with floats. Which is a lot harder to compare to each other. What you could do instead, is actually multiplying your vectors by 1000 or so and then use trunc() to remove the decimals. This way the check will be a bit more stable. As floats can have many decimals.
  5. Is this what you meant? I took the Cd values and placed it in the light color. Because the color attribute is stored in points. And all the points have the same Cd info. I used these expressions to send it to light: point("../Random_Hue_Colour_Generator", 0, Cd, 0) I will break it down if you don't get what's happening. point() < get value from a specific attribute and from a specific point. 1. is from which node it should receive the info 2. point number 3. attribute name 4. index, in this case, XYZ, 0 = X, 1 = Y, 2 = Z This is the color stored in Random_Hue_Colour_Generator. This is the color value stored in Light.
  6. Well you're the one who created the attribute right? You probably stored it per point yes. If you don't know where your attribute is stored at, you can check it in Geometry Spreadsheet.
  7. Well from how I understood how it was working, which I tried to simulate in the file I send. That a point contains an array. Obviously I don't know what kind of system you were working with, so maybe you have multiple points with different arrays, who knows! But if it's only 1 array, what I like to do is store it in detail, as I don't have to think about the point that contains the info I need. In This_Is_A_Setup < AttribWrangle in my file. I made a pointattrib for the array. But I could have easily created a detail attrib array instead. Left are points and right is detail. It would be easier to grab the detail one. ------------ It's just something I like to do. Sometimes you need 1 value, but it's stored in every point/prim. Which I think is not needed. Then I like to use detail instead. Does this make sense? I can be bad at explaining.
  8. Can't you use Add Sop and say "Delete Geometry But Keep the Points"?
  9. Hello! I added a file, the question seemed a little confusing to me, but I think I got it. A point cannot contain multiple points, instead you have integers that corresponds as point numbers. That is how I understood it at least. I'm not sure why it's saved on a specific point, if it's a single array, it could be saved on detail as well. But I tried to recreate what you described. What I basically did, was make an attribute wrangle, which would get the array you need. And using a foreach() loop to get each index and put that in setpointgroup(). I hope this helps groupPointArray.hip
  10. Turns out it's really easy to bake instanced models. Pack your geometry in Houdini, with for example copy to points. Open your HDA in Maya and untoggle: "Use Instance Node". Now when baked the models will be instanced in Maya.
  11. How I made it work was to download: Then extract it in: Copy "qLib_package_windows.json" And paste it in packages: Open the "qLib_package_windows.json" file And adjust "QLIB": to where qLib-master is located:
  12. I would like to input Maya geometry into the HDA, which then will do it's magic, like placing that 1 geo 100 times, and then instance it when baked.
  13. In my HDA I make simple geometry. In Maya I want to select these separate geometry and based on this selection I want to do stuff with it in the HDA. Basically, the geo made in Houdini, how can I use the selection made in Maya and send that to Houdini. Is there a simple way of doing this?
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