Jump to content

symek

Members
  • Content count

    1,927
  • Donations

    100.00 CAD 
  • Joined

  • Last visited

  • Days Won

    72

symek last won the day on November 2

symek had the most liked content!

Community Reputation

342 Excellent

5 Followers

About symek

  • Rank
    Grand Master
  • Birthday 09/26/1975

Contact Methods

  • Skype
    szymon.kapeniak

Personal Information

  • Name
    Szymon
  • Location
    Waw/Pol

Recent Profile Visitors

23,090 profile views
  1. What is the difference between npoints() and point()?

    Hi RustyMac2020, may I give you a polite suggestions to: - give your threads a correct descriptive titles (like the one above instead of the original "What is the difference?") - avoid asking about things directly described in relevant documentation (like what does a given function) - avoid collapsing many unrelated topic into single thread - finally start using spell checker These are not to make life of a novice user harder, but to lower noise level and make public forum more useful. Thanks! btw documentation chapter about attributes (what they are and so forth): https://www.sidefx.com/docs/houdini/model/attributes.html
  2. step function from glsl

    https://www.sidefx.com/docs/houdini/vex/functions/filterstep.html
  3. PointDeformSOP captures deforming geometry by proximity, i.e. point on a geometry to be deformed (1 input) 'looks for' the N closest points in rest geometry (2nd input) , then computes deformation comparing rest points' position and orientation to deformed state (3rd input). This deformation is kind of a linear interpolation of control lattice displacement. AttributeInterpolateSOP relies on an explicite mapping of source and target elements. Points being deformed (1st input) are told (by specific attribute) which primitive or point in target geometry they map to. In case of a primitive, they ask for an attribute value in a given prim uv spot. In case of a points, they list explicitly given points and ask for attribute value (multiplied by weight). If you know the mapping, AttributeInterpolateSOP will behave nicer, but mapping might be tricky. PointDeformSOP is forgiving in that respect, but it's harder to control specially in cases different part of a mesh are close in space, but shouldn't influence each other.
  4. Render deep data with Mantra

    This information is easily available in help. Could you be more specific?
  5. You can use Python filtering to change some of mantra properties inside IFD file: https://www.sidefx.com/docs/houdini/render/python.html basically: mantra -f my-scene.ifd -P changing-some-params.py
  6. Anamorphic Lens Squeeze

    Isn't Screen Window Size parameter (View Tab of Camera Obj) what you're after?
  7. get list of materials

    Yep, iterating over points/primitives in Python isn't the fastest operator. Bellow line materials = list(set(geometry.primStringAttribValues("shop_materialpath"))) is considerably faster though, but if you're interested in creating groups per attribute value, I would consider VEX. Something like (untested): int success = 0; string material_name[] = split(primattrib(0, "shop_materialpath", @primnum, success), "/"); setprimgroup(0, material_name[-1], @primnum, 1);
  8. COPS - Current Pixel Position ?

    I think you should be able to achieve this with some effort from your side. Just play with vops a little. You can do this!
  9. COPS - Current Pixel Position ?

    You don't need to set pixels position for that. You want to set the color of a pixels, so that it duplicates the color of other pixels. Example attached. duplicateCOP.hip
  10. COPS - Current Pixel Position ?

    As in case of any compositing application on this planet, pixel position in COPs is fixed. Can you explain what you're trying to do?
  11. COPS - Current Pixel Position ?

    You can't set it, but you can read it: IX and IY are global pixel's indices, and X and Y are global coordinates in normalized screen space. You really could figure it out yourself reading first page of vops for compositing help: https://www.sidefx.com/docs/houdini/composite/comp_vops.htm
  12. PRM_TOGGLE help

    just a quick look:
  13. Journal's gems

    How much I love those sparks of humor in the darkness of (programmers) life: Houdini 17.5.303 Fixed a bug where carefully crafted VEX code could result in a crash. Sat. June 29, 2019
  14. Sure there is: Geometry Introduction cheers! skk.
×