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acey195 last won the day on July 17

acey195 had the most liked content!

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About acey195

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  1. Bumping with the recordings : EPC2018 - Innes McKendrick - Working With Change (Hello Games: No Man’s Sky) EPC2018 - Anastasia Opara - Proceduralism and Deep Learning (EA: SEED) EPC2018 - Oskar Stalberg - Wave Function Collapse in Bad North EPC2018 - Twan de Graaf and Pierre Villette - Procedural Content Generation at Ubisoft Paris
  2. Solving crossroads

    Ahh yeah ok, cleaning up data is probably often the most difficult/tedious step, so I get what you are getting at. Good luck with the rest of the project!
  3. usually what I do, when I have to do a pointcloud search and I only want to have one point affect the other (but not vice versa) is to check the pointnumber. basically, I usually do the following check: if(otherPtNum <= @ptnum) continue; //inside your loop, or whatever other logic you want/need to use to skip the code execution for this point
  4. Solving crossroads

    Nice Feike! Two things I was wondering about though: Are you doing some checks for the pillars not to go through the roads below? (as I see a couple of instances where that happens) I also not really know how those "vertical" intersections should work, where one road is connecting to the same road its overlapping (on the bottom left for instance) or what the OSM curves look like for those cases.
  5. Houdini 17 Wishlist

    Normally it should open the console the first time it prints anything, if you are printing from a wrangle, make sure your code is actually executed, like by making sure you have input points, in case you are running over points for example. Otherwise it may also print it to the (python) shell, so maybe try to restart houdini with a different desktop to make sure it isn't open already, so it should open when you try to print your first thing.. Also, from a dutch swamp ey..? me too
  6. You could add a line between the two points (with an add sop for instance) then append a measure sop. Then you could add the "perimeter" attribute to the ones visualized in the viewport, opening the menu with "d" while holding the cursor over the viewport, inside the "Visualizers" tab Or look at the perimeter attribute in the spreadsheet. unless that is what you mean by procedurally.. in that case I wouldn't really know how to do that non-procedurally. Although, I guess if you really want, you could use the construction grid to measure the distance, but you would have to align your objects in such a way that it lines up with the axes of the construction grid, which seems more hassle than its worth. Or you could build your own python tool of course.
  7. Houdini 17 Wishlist

    its there in the documentation :http://www.sidefx.com/docs/houdini/vex/functions/index.html just use ctrl+f on that page and you'll find: http://www.sidefx.com/docs/houdini/vex/functions/printf.html it will print it out to the console
  8. printf

    generally yes ;), %d will work with most "number" types same as %f, the difference between them is mostly formatting I think. For instance with %d, it will limit the amount of decimals in the output string, whereas %f will try to keep as many digits behind the decimal point as possible. There are some other tricks that you could use, such as %02d. that will pad the start of the output with zeros, so you can do a more easy alpha-numeric search for example personally, I never had to use anything other than %f, %d or %s.
  9. Try Except in VEX alike in Python?

    yeah, ok I think I see what you mean now, I would also love stuff like: setpointattrib(0, attrib, @ptnum, point(0, attrib, otherSourcePt)); to work.. (I understand its ambiguous, but some auto casting of variables mid-code-line would still be nice) The functions from Thomas are workable they will result in almost 200 lines of code to make all checks, the strongly typed way (unfortunately I cannot share the code :/ )
  10. Try Except in VEX alike in Python?

    Vex is a highly multi threaded language, I think adding try-catch/except logic would seriously slow it down. most value errors at least, will just return 0, as VEX is strongly typed. (like Atom Mentioned) Rather than crashing the node, its probably better to compare your values to 0 in some cases (and if the expected value is non-0)
  11. Reverse curve direction not working

    to check the (counter-)clockwiseness, you can enclose the primitive (in the curve sop directly, in a primitive sop or an ends sop), then check if the primitive normal is up or down. (if your curve self intersects, there obviously may be issues with this or any method)
  12. The event was a blast to be, and to present at Some people from Grendel Games made a nice write up of the event: https://www.grendel-games.com/procedural-generation/?lang=en

    not really an expert, or user of flip at all to be honest, but I did recall this showing up in the changelog, worth a try I guess?: Houdini 16.5.483 Reseeding in the flipsolver is now forced to be active when narrow band is active. This is important because the simulation can collapse with narrow band if the band of particles are not maintained properly. Thu. May 24, 2018
  14. you may also try promoting the attributes to vertex attribs, and then applying a vertexSplit node, if you actually need to split the primiitives (so you could use a connectivity sop later for instance) also continuing from 3Dome, you could also do both in one node: string grp = sprintf("cluster_%d", i@cluster); setprimgroup(0, grp, @primnum, 1);
  15. Rant about parameter expression syntax

    As I understand it, the backticks cast your value to a string. If you use backticks in a float field, it will be cast to a string and then interpreted again as a float; Because it will only accept those kind of values, but this is basically casting your value twice, so there is a risk of losing data in some cases. Since I'm one of those people of a "strongly-typed" persuasion, I kinda like how it is now But for the stuff where strongly typed is less well suited, there is always Python you can use. and you can also setup your default parameter language to Python as well.