 # fsimerey

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1. ## iterate over certain points

It's not correct. See attached file. vector(1) give a vector of (1,1,1)
2. ## iterate over certain points

In the case of Amin, he seems want to move in Y axis. In your example the 1 give a vector (1,0,0), so moving along X axis AND ALL points are at the same position (1,0,0)... Good to know for C style syntax
3. ## iterate over certain points

int pts [ ] = array ( 1, 3, 4 ); foreach ( int pt; pts ) { vector _P = {0,1,0}; // Create a vector setpointattrib ( 0, "P", pt, _P ); // Here all points would get the same position : _P -> (0,1,0) } {} are missing, and attrib P is a vector, so you must put a vector and not a single integer. In your case, if you want only change P.y on those points: int pts [ ] = array ( 1, 3, 4 ); foreach ( int pt; pts ) { vector _P = point(0, "P", pt); // Get P attribute of point pt _P.y = 1.0; setpointattrib ( 0, "P", pt, _P ); }
4. ## vex : addvertex with foreach

First of all, VEX function run on all points at the same time. nearpoints() put in a list, all points found from the current point position in 2 m radius. For exemple for point number 0 : @list =[0,2,3,7] Then foreach will run over each point in this list, with variable pt (int pt) Exemple for the second loop : @ptnum = 0 pt= 2 The third loop: @ptnum = 0 pt = 3 Be aware than nearpoints() will always return the actual point (@ptnum) as the first of the list. So in your case, you will get some lines with the same point for each point in your geometry: The first loop: @ptnum = 0 pt = 0
5. ## vex : addvertex with foreach

Because this foreach create a line between the point number @ptnum and a point from the list, here pt.
6. ## [Solved] External python script in HDA modules

If I understand correctly this question: How import into the PythonModule a Custom Script stored in HDA ? Like your screenshot, to import all functions stored into "import_that_script" inside the PythonModule. There is an answer in docs: https://www.sidefx.com/docs/houdini/hom/hou/HDAModule.html So in your case in the PythonModule section: import toolutils myscript = toolutils.createModuleFromSection("myscript", kwargs["type"], "import_that_script") Then, you can execute a function as imported module do: myscript.myfunction()
7. ## path Render Path + AOV Path Expression

Hello, first of all, I don't understand why you don't use directly \$HIP/render/\$HIPNAME/\$HIPNAME/BumpNormal.\$F3.exr ? Then, if you want to use the same name without the extension, like /mypathrender/myrendername_BumpNormal.\$F3.exr you can remove a number of chars with this : `substr(chs("RS_outputFileNamePrefix"), 0, strlen(chs("RS_outputFileNamePrefix"))-4)` Here the -4 remove the extension and the dot, if you want remove also the \$F3 and the dot, then -8 must be used. substr() > https://www.sidefx.com/docs/houdini/expressions/substr.html
8. ## I'd like to get the type of a primitive

You're welcome
9. ## I'd like to get the type of a primitive

The difference of a polyline and a polygon is the attribute 'intrinsic:closed'. You can get this with: prim(0, "intrinsic:closed", @primnum) or in group with: @intrinsic:closed==1
10. ## COP Workflow - \$F fails to update

Try with this: File_\$F4_reflections_dark.exr or File_`\$F4`_reflections_dark.exr
11. You can simply use a Clean node
12. It's like you translate the points at origin with pivot as center (@P - pivot), then rotate (* matrix) and replace at the pivot position (+ pivot)
13. I don't know if it's what you are looking for exactly, but the instance function create a transformation matrix. You just need to multiply to @P. https://www.sidefx.com/docs/houdini/vex/functions/instance.html Here a simple vex code to rotate all points with an axis and pivot attributes previously defined. // rotate vector scale, postrotation; vector4 orient; float angle = ch("ang"); matrix3 rotm = ident(); rotate(rotm, radians(angle), v@axis); orient = quaternion(rotm); scale = 1; postrotation = 0; matrix xform; xform = instance(v@pivot, @N, scale, postrotation , orient, v@pivot); @P *= xform; EDIT: You can also take a look with quaternion, eulertoquaternion, qrotate, etc.. for rotation
14. I think the problem is dash symbol. I'm pretty sure that interpreted as a minus sign by mplay. To avoid this kind of problem, I'm never use dash, space or accent in my naming.
15. Linux
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