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nord3d

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    Alexey
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  1. Thank you very much, petz! I use your example file for run VEX in 64-bit mode, as described in http://www.sidefx.com/docs/houdini/hom/hou/runVex.html It works, so in houdini 17, i can print a long value, calculated in VOP SOP, without overflow! test_precision=64_.hipnc (sorry, it's not commented, for comments please see petz's example)
  2. This behavior can be set at: Houdini Preferences -> Handles -> Default Handle Alignment
  3. According houdini help: http://www.sidefx.com/docs/houdini14.0/basics/select#loops, to select a loop hold [a] while MMB click on edge / face.
  4. Trying to create attribute with type int-64 via Attribute Create SOP, but regardless the Precision button*, get overflow in the Geometry Spreadsheet for values** greater than 2147483647. So, 64-bit precision attribute (at least integer) is still not implemented? Using Houdini 14.0.395; linux-x86_64-gcc4.6; Ubuntu 12.04.5 LTS. Edit: * I mean "Precision menu" of course, sorry. ** I tried to set the value in the Attribute Create's parameter "Value" and through a Python SOP. (Not through VEX)
  5. Thanks, edward. May be, via HDK? PS: Practically, i need a pointer to that data.
  6. Hi Volumes in Houdini can store data in 16-bit float, but i wonder, how to extract such data in Python. For point attributes, i can use something as: geo.pointFloatAttribValuesAsString("a", float_type=hou.numericData.Float16) ( thanks for ali , http://forums.odforce.net/topic/19848-numpy-question/?hl=float_type#entry119038 ) But for volume, the "similar" method, allVoxelsAsString() , haven't any parameter for explicitly set data type (other then the default Float32). Is there solution other then extract 32-bit data from initially 16-bit(!) volume and then convert it back to float16 ? Thanks in advance
  7. You can use Get Attribute vop node instead of Import Attribute, with an op: syntax in "file" parameter. For example, op:`opfullpath('../null1')` to get attributes from "null1" sop. Example scene: getattrib.hipnc
  8. The SDF's (or, generally, LevelSet's) gradient is exactly* the same thing as a vector from current point to a closest position on the surface (and it is also a normal at this pos.). So, the most precise solution is to use RaySOP in Minimum Distance mode or Minimum Position VEX node ( minpos() VEX function ). *I meant "normalized gradient multiplied by the SDF value". Sorry for the inaccurate formulation.
  9. Thank for replies. But on the OpenVDB site they wrote that the 1.2.0 version is already included in Houdini 12.5:
  10. Hi Is there any way to use VDB masking in Houdini, as shown in this paper? http://www.openvdb.o...vdb_toolset.pdf Unfortunately, I can't find such feature.
  11. Hi there. It would be nice to see a Loop subdivision surface implementation. And, may be, some other subdivision algorithm too. But, especially desirable would be the "Quad/Triangle Subdivision", such as described here.
  12. My experimentation continues, so I have a few new pictures: #1 without / with #2 without / with #3 some frames from the sequence in analytical color The speed is greatly improved and the algorithm is greatly simplified, but still has some problems. I'll working on it.
  13. Yes, exactly. Thank you for the tip, I'll think about it.Another pictures, from another algorithm, not so good for now, but (I hope) can be improved...
  14. Now, I placed the video of this experiment here:
  15. By the way, there is the reference image from the first post:
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