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acey195 last won the day on January 10

acey195 had the most liked content!

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About acey195

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    Houdini Master
  • Birthday 01/10/1991

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  1. Intersect All VEX only works sometimes?

    I think you just need to change the following : float tol = -1; float ttol = -1; then it should find all intersections, even the triangles are at exactly the same height
  2. Random link of interest

    Cool(hot) real-life lava reference
  3. How to practice and get good at Vex?

    I always have the documentation open on my second screen: https://www.sidefx.com/docs/houdini/vex/functions/index.html just to use ctrl+f to find a function related to the task I'm trying to do It also really depends if you are just new to VEX, or scripting in general, in case of the latter (and even in case of the first) we can always recommend looking at Tokeru's guide: https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  4. blue "i" on nodes

    I guess its nodes that are "reference copies" you can make them by right clicking on a node, and then under actions edit: The reason you may want to use reference copies, is for when you want 2 nodes to behave exactly the same, but are in different places in your network. The difference with "normal" copies, is that it will also create parameter references for every controlling parameter on the node.
  5. Wrangle ch-slider standard value

    not sure how much help a .hip file is when trying to show you UI things if this is not "working" then I probably do not understand properly what you are trying to do, but here's the same steps with some visuals:
  6. Wrangle ch-slider standard value

    Yup go to edit the node's parameter interface. First check that the value range is not locked, its the small lock icons on the left and right side of the range, about 3/4ths down on the right side panel of the edit parameter interface window. Then go to the 2nd tab on the right panel (Channels), select the parameter you want to edit in the middle panel and type in the desired default value in the right panel
  7. VEX project to a nearest point in surface

    Hey The nearpoint() expression lets you find the pointnumbers of other geometry nearby. *If you instead want to get the closest location on the surface, you probably want to use the xyzdist() function. *Otherwise, if you want to get the position directly underneath (in a specific direction, no matter the angle of the other surface) you can use the intersect() function. https://www.sidefx.com/docs/houdini/vex/functions/xyzdist.html https://www.sidefx.com/docs/houdini/vex/functions/intersect.html
  8. Random link of interest

    For those who want reference for a liquid methane explosion, or are otherwise interested in rocketry. There's many angles, slow motion footage and commentary from someone who knows his stuff :
  9. Covid will delay H18.5?

    They are still working on it (currently) No idea about the release date though.
  10. Grouping unshared "in-line" edges

    Hey Just something I would do in a wrangle or group expression SOP // running over points: @group_entryPt = neighbourcount(0, @ptnum)==2; // then you just add a group promote, converting it to an edge group (with the checkbox ticked of only include complete entities (or whatever it was called, don't have hou open atm )) Edit: That should at least work for the single extreme edge-entry points. For the doubles and up, you probably have to do a bit more, but generally speaking, using the amount of neigbours of a point and the amount of vertices on a point together should work on "2d" geometry, I think but you may have to create the groups directly in vex, to avoid grouping unintended edges. But to avoid selecting edges on both sides of a corner separately, you would have to add additional logic (as soon as you allow those double-edge entry points) if its only 1 and 2 edges you probably can get away with case-by-case handling, if you want to go up to an arbitrary amount of edges, its just will have to get more complicated I guess
  11. Learn Processing before VEX?

    Yes and no. The stuff he teaches is indeed great and some of it will be transferable (at least the basic coding logic) However, the syntax of that language is quite different from Vex, and it would work the closest to Vex, run over "detail (only once)", which while valid for some purposes, is not the most efficient use of VEX. In this case using a Python SOP will be about the same speed, which is probably easier to learn (has more learning resources outside of Houdini) VEX is kind of designed to process existing data, rather than generating everything from scratch. (but note that it CAN do it) When VEX is run over "points" or "primitives", it acts more like a shader, executing exactly the same code for each of them, which allows multi-threading, unlocking its true power. Hope that helps!
  12. Creating smooth curve from imported curve geometry

    Hey, Welcome to Houdini! May I suggest using the convert SOP (converting it to third order NURBS) you may also find it useful to: use the facet SOP using the "Remove Inline Points" toggle and then play with the distance to remove some "oversampling" use the fuse SOP to merge nearby points in corners (to avoid having sharp corners using convert) resample with a large value for "Maximum Segment Length" to reduce the noise in your samples Or alternatively, you can also keep your geometry at polygons with the resample SOP, setting the "Treat Polygon As" dropdown to "Subdivision Curves"
  13. FBXoutput

    The easiest way is to use a python sop in a forloop, causing the renderbutton to be pressed. note that your node may have to be "unlocked", so having it inside a locked hda will require some additional work something along the lines of: #python code: hou.parm("../ropnet1/fbxnode/execute).pressButton()
  14. FBXoutput

    I thought it was mainly, so it would be able to save animations (using the time frame) but yeah you'll need some kind of looping structure, or shenanigans using the pre/post render scripts
  15. Vertex Point Order Issue

    Instead of poly extrude, you could try to use some work around using the "Skin" SOP, together with some copy/transform logic that way you inherently maintain the point ordering.