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fsimerey last won the day on September 15 2020

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  1. Simple question about Materials and Karma

    You need to assign your material to your geometry. Check this video : at 4mn36s. He explain how to assign from materiallibrary node. You have 2 options: Assign from matreriallibrary node or add an AssignMaterial node.
  2. iterate over certain points

    It's not correct. See attached file. vector(1) give a vector of (1,1,1)
  3. 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
  4. 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 ); }
  5. 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
  6. vex : addvertex with foreach

    Because this foreach create a line between the point number @ptnum and a point from the list, here pt.
  7. [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()
  8. 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
  9. I'd like to get the type of a primitive

    You're welcome
  10. 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
  11. COP Workflow - $F fails to update

    Try with this: File_$F4_reflections_dark.exr or File_`$F4`_reflections_dark.exr
  12. deleting points

    You can simply use a Clean node
  13. Rotation matrix pivot point

    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)
  14. rotation matrix to degrees

    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
  15. Mplay Command line compare

    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.