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About Fattak

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  1. Hey! Does anyone know how I might be able to access the GDP of the wrangle from which my VEX command is running? I'm trying to make a VEX command kinda like nearpoint(int geomInput, vector2 P), which takes in an input index and can access the GDP of that input. I see GU_VexGeoInputs(), and VEX_GeoCommand, and a few others ... they're all i think close to the answer, but I haven't been able to crack this one yet. Anyone has any pointers to share? Thanks, Dhruva
  2. Hey Guys,

        Does anyone know how to access Geom Inputs in a VEX_Op?  I'd like to write a custom vex command like nearpoint(int geoInput, vector p);  However, the VEX_Op class doesn't seem to have any way to access the GU_Detail of the wrangle it's being run in.  The closest thing seems to be GU_VexGeoInputs class.  But I'm not sure how that works.  Does it automagically know which context the vex function is running in, and which vex function is calling it?


  3. Yup, thank you ... Houdini also ships with a python script that does this, generate_proto.py which is also called by the cmake build. Thank you
  4. Hi, I've not compiled an HDK plugin in a while. I'm trying to compile HDK plugins for H16.6 now, and I notice that there's a new scheme to access parameters. I can't find any documentation on how to create these new *.proto.h headers that are now required. Could anyone point me to documentation on this, if it's available. I'm using SCons to build my plugins. Here's where I'm stuck: SOP_Star.C:34:28: fatal error: SOP_Star.proto.h: No such file or directory compilation terminated. Compile failed Thanks in advance for the pointers.
  5. I've got a very basic and standard setup for a sphere moving through a rectangular container half filled with water. All other settings being the same, when I vary particle separation, the simulation changes significantly. It looks like the collision velocities increase with increase in resolution, as demonstrated in the images below. Velocity Type: Point Collision Type: Volume Collusion Velocities: Point Smoothing: 0 (i.e., Purely FLIP) Ignore Mass of particles: True Particle Separation: 0.2 Particle Separation: 0.1 Particle Separation: 0.05 As you can see ... the high the resolution, the more "reds" there are in the velocity field. I think this is causing the significant change in simulation results across different resolutions. Any ideas why this happens? or how I might work around it?
  6. Hey I'm trying to setup my Eclipse CDT for houdini plugins but I can't seem to get GDB working with Elcipse CDT. Eclipse will not halt at any of my breakpoints. Does anyone out there have any idea on how to integrate gdb with the eclipse CDT so that I might attach to a process (houdini) and debug a dso that it dynamically loads? I read somewhere that this is not yet possible through the eclipse GUI ... is this true? Cheers! Dhruva