Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


woodenduck last won the day on June 25 2016

woodenduck had the most liked content!

Community Reputation

43 Excellent

1 Follower

About woodenduck

  • Rank

Personal Information

  • Name
  • Location
  1. Rotate Wheel

    For the rotations you take (PI * radius)**2 and add that to the translation. You'll probably want to convert from radians to degrees. So for a circle translating in X and rotating in Z you could put something like this in the Z rot parameter... -deg(pow($PI * (bbox(opinputpath(".", 0), D_XSIZE)/2), 2) + ch("tx"))
  2. Animation in material context not working?

    Try collapsing your shader network in to a material, then promoting the switch parameter up to the material level.
  3. Vector to face deformed points

    If I understand correctly, you want a vector that represents the difference between your point positions before and after some deformation? In that case you need to subtract the original P from P+noise and bind that out to your chosen variable. Rather than just output the result of the noise.
  4. Vector to face deformed points

    Can you share some pics or a hipfile? I'm not entirely sure what you are trying to achieve. There are a number of ways to control the alignment of a vector. How are you defining the vector?
  5. Help! I don't know how the name of the VFX

    Can you link to the Youtube vid?
  6. Sop vex ptnum vs cvex

    Thanks Thomas, So if I understand you correctly, ptnum just needs to be initialised to some value, then fed in to the function and will automatically receive a value?
  7. Sop vex ptnum vs cvex

    Hi, So in days of old when you used to create a Sop Vex Geometry Type Operator you had access to ptnum as a read-only global variable. Now if I try that in a cvex operator I get "Error 1067: Reference to undefined variable: ptnum". What is the current method for getting the current point number in the cvex context? Cheers, WD
  8. Zero out vector lengths ?

    Multiply by zero if condition is met. if(length(v@vectorName) > threshold) { v@vectorName *= 0; }
  9. New to houdini

    Go to the source... https://www.sidefx.com/tutorials/
  10. Transfer intrinsic attributes

    You can transfer intrinsic data with the various primintrinsic vex functions. You can wrap these in an if() statement to specify a given frame. The example below will use the packedfulltransform intrinsic attribute on the 2nd input to change the position of the current geometry, if the frame number is greater than 5. if(@Frame > 5) { matrix xform = primintrinsic(1, "packedfulltransform", 0); @P *= xform; }
  11. point expression for vector values

    Houdini expression vs vex function http://www.sidefx.com/docs/houdini/expressions/point.html http://www.sidefx.com/docs/houdini/vex/functions/point.html
  12. VEX string functions

    This might be helpful... https://github.com/jtomori/vex_tutorial#arrays-and-strings-example
  13. vdb from camera to polygons

    set the iso value on the vdb convert to 0.0001
  14. simple vex question

    I think it's because "id" is recognised automatically in vex as an integer attribute. As the rand() function returns a float, this gets truncated, resulting in 0. If you explicitly cast your "id" attribute as a float, I think you'll get what you're after. Try f@id = rand(@ptnum); The reason it works for @myId is because user defined variables default to floats if not explicitly cast. If you change it to i@myId = rand(@ptnum) it will return 0 for the same reason as stated above. Hope that helps. Cheers, WD
  15. Alembic Motion Blur

    Have you checked the "Geometry Velocity Blur" box on the sampling tab of your geometry object?