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zarti last won the day on February 1 2021

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About zarti

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    above the ecuator, then on the right, but not too much

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  1. Houdini 20 Wishlist

    my only wish every-day- .... and -version .cheers
  2. how to add points to a curve?

    yes .. here it is a 10-years-old thread usage description there sounds long but usage is easy . just drop the otl . turn on points .. helpThatCurve_001_py.otl should be easy . hope that helps .cheers
  3. enter this in a Blast / Delete SOP group field : 0 `npoints(opinputpath(".",0)-1` .cheers
  4. Intersection stitch with vex

    coincidence ?! lol . i too was dealing _exactly_ with this today ; building trees ( not with Polywire SOP ) and what makes my situation really desperate is the fact that i'am doing it in Hou14/15 (Hahaha!) . so , i am using the old Cookie SOP not the modern Boolean SOP . so .. i was starting to think the VEX might help me . i have one or two theoretical solutions in my head but a few hints would be really useful . so thank you in advance for any help ! .. and when i say 'hints' i mean a list of vex-function names which deal mostly with projections , intersections, etc.. just more focus . vex reference in docs is huge fortunately but their names arent `so direct` ( esp. if Math wasnt interested in me =) in high school ) .cheers
  5. i opened your EXR in Blender and these were the Alpha values on your file . maybe you should tweak its values from the render .cheers
  6. as someone who has learned Hou in forums and looking at SideFX-s early videos , I am very thankful to your precious contribute ! i can even now hear your distinctive voice in my head now .. LOL ! thank you for your first 25 years Jeff !! .cheers
  7. hi Masoud , away from my workstation , but maybe this mixed technique could work ; bake wahtever info from your material into a texture map and then simply read those attributes with a truly_simple_and_pretty_editable AttribFromMap . as bonus points you can edit the bakedTexure with COP context and have a_lot_more control without going to rerender . dont know if this will do the work for your case , but just a suggestion .. .cheers
  8. .. hi Bennell i m away from my workstation so here are my two suggestions ; 1- isolate primitives you want to 'fracture' with a group and discard interior geometry . isolated primitives can be used to generate scattered points and fracture only those . ( something similar i used few weeks ago in this digital asset : https://www.sidefx.com/forum/topic/65999/ ) 2- copy primitives you want to 'fracture' in another stream-branch . offset those a little by their Normals ( maybe with a Peak SOP ) . generate scatter points with that and fracture them with the "official_method" . Project those back onto the surface with a Ray SOP ) .cheers
  9. Od Studios launch

    Good Luck !
  10. ha haa .. absolutely ! all i wd personally do practically is just ask specific questions . maybe not a real feedback but the answers could be added to that if you judge so .
  11. i Love You ! is that useful ? =}-
  12. first of all, thank you for your reply ! it was Really helpful for not wasting more of my time floating between my ignorance <-> thin documentation <-> searching on forums . i built a clean SOP_Python DA just to test "how many points has the input node to my DA" and it really worked . min and max integer values are updating correctly with the help of 'clear()' method . i need to find a way trigger the updating the values , but that appears to be easy trying tricks . changing defined parameters not be a limitation in houdini , imho , but anyway .. i'll post the code later since i havent yet found one on forums fully illustrated for future reference to someone like me , or even for me only . who knows where this DA will end after some time .. =} thanks again anim ! -- second - just few thoughts after this experience ; ? Why there exists a 'second-class-citizen of parameters' ? is this because of some limits of parameters defined in a DA or spareParameters have extra-special-Powers ? another open question is : where i can find a concise list of " where Spare Parameters should / should Not be used " ? this seems important and i can read about it superficially here-and-there in some docs paragraphs / forum posts .. but this is not how i do store it in my permanent brain memory . spare parms and similar exclusive houdini terms / jargon , IMHO , should be specifically Defined in some official place ! maybe im missing something simple , but all i know for sure is ; the time i consumed to solve this situation ( or similar ones ) would have been better spent producing 'nice outputs' . while i appreciate SESIs efforts to make houdini's viewport interactivity , shading and rendering more powerful and conventional i think a new ( important ) front should be open in the documentation and referencing system . this would be tremendously helpful in countless tasks everyday ; especially for generalists . if the Power of Houdini is 'hidden' in constructing Digital Assets , then building DA UIs should be simply .. SPECTACULAR . .. sounds like a rant , but sincerely it is a critique . .cheers
  13. .. additionally ( and strangely ) , when i use "append" instead of "replace" it seems to work ( a new parameter with min&max values assigned by me ; is created as it should ) ? strange
  14. hi everyone ! as title 'said' .. i cannot dynamically ( after-getting-value-from-somewhere-else ) set minValue / maxValue of a parm . it is an IntParmTemplate ; i can read, manipulate but not "replace" . after searching through forum best i could find something similar ( asked some days before ) but it applied to a parmTemplateGroup . sorry i cannot copy paste since im posting from tablet but my code is something like this : nd = hou.node( 'somepath' ) ptg = nd.parmTemplateGroup() i = ptg.find( 'myintparm' ) i.setMinValue( int( min ) ) i.setMaxValue( int( max ) ) ptg.replace( 'myintparm', i ) nd.setParmTemplateGroup( ptg ) # parms do not change !! what im doing wrong ? it sounded simple when i started to do it , .. but here i am =) ! thaks in advance
  15. PolyBevel problem

    there are already many types of solvers inside Houdini . adding a Bevel Solver , wd be easy imho .cheers