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fsimerey

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fsimerey last won the day on November 23 2018

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About fsimerey

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    François
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  1. Question with 'vertexindex' functioin

    I think you misunderstand what is a vertex. See the documentation here : https://www.sidefx.com/docs/houdini/model/attributes.html#geometry-components You can display the vertex number in the display option panel.
  2. Creating alias on command line [linux]

    You must source houdini_setup, then launch houdini. houdini_run () { MAJ=17.0 MIN=352 # edit these to suit your environment HOUDINI_ROOT="/opt/hfs${MAJ}.${MIN}" cd ${HOUDINI_ROOT} source houdini_setup # launch houdini houdini $@ }
  3. VEX: get attribute values into an array

    Do you run this wrangle in Detail Mode ? I'm pretty sure not if you can access to the @ptnum variable...
  4. Randomize point selection pattern

    @group_targetPoints = 1; int delta = 2; i@modulo = 10 + int(ceil(delta * fit01(rand(@ptnum + 354656), -1, 1))); if(@ptnum%@modulo) { i@group_targetPoints = 0; } I use delta to add or subtract the module 10. Here 10 +- a random between -2 to +2. I think it's not the good way. This approach seems better: @group_targetPoints = 0; int delta = chi("delta"); i@modulo = int(ceil(delta * fit01(rand(@ptnum + 356156), -1, 1))); if(@ptnum%30 == 0) { setpointgroup(0,"targetPoints", @ptnum + @modulo, 1); } Here for each modulo of 30, i setup in group another point near the point number.
  5. Remove Primitive by Sphere

    https://www.sidefx.com/docs/houdini16.0/vex/functions/removeprim
  6. VEX Modulo Operation giving incorrect results

    I think it's a problem of precision. Transform in integer avoid this precision. It's why round the offset must works too.
  7. VEX Modulo Operation giving incorrect results

    I would round the offset value before modulo operation OR multiply the offset and transform to integer like this: int(offset*10)%4
  8. Blend parameter doesn't work with point attributes?

    You can easily use an Attribute Wrangle:
  9. VEX code won't work as expected

    It's because @numpt is an integer in the division. Use the function float() to convert integer to float. f@ramp = @ptnum / float(@numpt); But if you want a full ramp from 0 to 1 use this expression f@ramp = @ptnum / float(@numpt - 1);
  10. String parsing in Font SOP

  11. String parsing in Font SOP

    Ok, i see. A python sop could be simple to count lines.
  12. String parsing in Font SOP

    Indeed, i misunderstood your question. Strange approach, on my side, i would make an integer parameter on my sop/hda/null, then put it in font sop and duplicate node. How do you access to text field to enter your number ?
  13. String parsing in Font SOP

    `chs("../duplicate1/ncy")` Be careful of back-ticks, needed to evaluate the expression. An easy way is to a right-click on channel you want to copy and paste into the text field of Font SOP.
  14. https://atom.io/packages/language-vex
  15. rotate with vex around axis next to the object

    And you can do more. Rotate along the vector defined by 2 specific points in full 3d: // Points to define vector axis and center vector P0 = point(0, "P", chi("p0_axis")); vector P1 = point(0, "P", chi("p1_axis")); vector axis = normalize(P1 - P0); vector center = P1 - (P1 - P0) / 2; // offset to center vector _P = @P - center; float ang = chf('angle'); vector4 q = quaternion(radians(ang), axis); // rotate P and N @P = qrotate(q, _P); @N = normalize(qrotate(q, @N)); // replace to origin @P += center;
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