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acey195

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acey195 last won the day on March 2

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About acey195

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    Houdini Master
  • Birthday 01/10/1991

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    Twan
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  1. VEX get ordered menu Labels

    By default you will fetch the tokens if you use chs() on an ordered menu parameter. if you use chi() it will give you the index in the list. Do you need to have 2 strings (the token and the label separately) ? If not you can just copy the label value to the token value. For fetching the actual label string.. I'm actually not sure for VEX from the top of my head.
  2. attribute name

    Yup that is correct if you are creating these attribs by binding in wrangles, you can specify the attribute type with a prefix (or set the type in the bind export node in vops) in wrangles for example, you can use i@blahblah to create an integer attrib, or v@blahblah to make it a vector(float3) if you do not define the type, by default it will become a singular float attribute type.
  3. Multiparm callbacks

    clicking those buttons should trigger this callback script. But I'm not aware of a built in way to trigger 2 different callback scripts for plus and minus. To do that, I think you have to keep track of the previous number somewhere (which is also not super trivial I guess), and check if the new number is higher or lower than the previous one.
  4. Incorrect @N size

    Yup never rely on floats with == checks a further alternative would be something like: if(abs(dot(ynorm, {0,1,0})) > 0.001) or if you want to set a specific angle: if(acos(abs(dot(ynorm, {0,1,0}))) > radians(<angle in degrees>))
  5. I also would like to know this, don't think its currently possible (haven't checked in h19 yet) but maybe a RFE is the way to go
  6. Polybevel, how to round to an actual circle arc ?

    ok you are right, its a bit more finicky than I realized
  7. Polybevel, how to round to an actual circle arc ?

    My suggestion for older versions would be to use NURBS curves if you start from a right angled shape, with control points (vertices) at the marked blue locations and convert it to a NURBS order 3, I believe you get what you would want: edit: if you are using an open curve instead of a closed one, you must add at least one more vertex in the middle of any straight segment, and make sure the curve starts there
  8. Houdini 19 Wishlist

    more toggle's for group nodes (like the group combine SOP) to interpret missing groups as an empty group (so you can choose for it to return a warning, instead of an error. While I know there are workarounds, its quite annoying if your delete node cleans a group on empty geometry and then the group combine returns an error :P) for the "Convert line" SOP to be able to maintain vertex ordering (instead of basing the new vertex ordering, on the input point numbering) (sorting by vertex number does not work in cases where you have closed primitives, resulting in the "last" edge of an original primitive to have a reversed direction) Edit: Update the find shortest path, so it can output the start point attribute even when you are not outputting paths (this way you could use this reference attribute to transfer attributes to the flood-filled network from the closest start point: (right now its possible to work around this by setting the output paths to "from EAch start to any end" and then write some vex to find the lowest value in the cost array, that is not -1, and use that to link the points, but its a bit clunky ) Some heavy nodes (in particular the remesh node) could make more use of multithreading, right now, cooking times can be massively decreased by splitting the mesh (using some kind of internal connectivity logic) and using a for loop, even without compiling sometimes as is the case here: and because of how the remesh works it keep those isolated pieces isolated anyways, so "free" perf yay!
  9. What's the problem with n-gons?

    Generally speaking completely flat N-gons are fine (as long as you keep them in houdini for logic manipulation :P) if they get very concave they might get rendering issues though as it will do internal triangulation for the rendering, that in some rare cases will create self-intersecting geometry (only on the render side) So for render performance keeping your geometry as n-gons does not really help.. HOwever, in terms of RAM in your Houdini session it can save a lot of data.
  10. python date

    You probably want to store the time in a previous node, that does not "recook" between your outputs you can use a detail (global) variable for that, if you need code reference for that, look for: hou.node and hou.geometry in the documentation then you can reference this stored value in your rop nodes, that should not change, unless you change the input, above the node that stores the time.
  11. Why is bool type not available in VEX?

    would actually not be opposed to that idea..
  12. Why is bool type not available in VEX?

    It would add a new data type to take into account for the compiler and memory management. Generally speaking, having if checks in shader like languages is not extremely efficient anyway, so optimizing for them might also not really matter that much. I for one looove the fact that you can just add/multiply bools (ints) together, where with most other languages you cannot. I'm happy to pay a tiny bit extra RAM for that. If you have a lot of && checks, you can just multiply them all together, and if one of them was 0, the result is 0, whereas if you have a lot of || checks, you can also just add them all together and check if the sum of that, is larger than 0 and you can still use bitwise operators on ints to cover all the functionality bools have like: |= &= ^
  13. what's the Geometry traversal's application in houdini?

    why not you could do something like (creating a prim attribute from points data): //run this over primitives, to calculate the perimeter using the point data. //note that this is not the most efficient way to do this, but as an example to what options this gives you: int pts[] = primpoints(0, @primnum); float sumOfTheDistances = 0; for(int i=0; i < (@numvtx-1); i++){ vector pos0 = point(0, "P", pts[i]); vector pos1 = point(0, "P", pts[i+1]); sumOfTheDistances += distance(pos0, pos1); } f@perimeter = sumOfTheDistances; // create a primitive attribute or the other way (creating a vertex attribute while processing prims): //run this over primitives to calculate the same thing a polyframe would, but as a vertex attribute, so you do not have to make the points unique: int verts[] = primvertices(0, @primnum); vector forwardDir; for(i = 0; i < (@numvtx-1); i++){ vector pos0 = point(0, "P", vertexpoint(0, verts[i])); //get the point data, from the vertex (just to demo the conversion, vector pos1 = point(0, "P", vertexpoint(0, verts[i])); //the "P" data should also be fetchable here using vertex() instead of point() forwardDir = normalize(pos1 - pos0); setvertexattrib(0, "N", verts[i], -1, forwardDir); } setvertexattrib(0, "N", verts[-1], -1, forwardDir); //put the same data on the last vertex, as the second to last one note that I have coded this "blind" (did not test it) so hopefully the code runs, but there could be a typo somewhere
  14. what's the Geometry traversal's application in houdini?

    Hey, you mean this? : https://www.sidefx.com/docs/houdini/vex/geometry.html it allows you to run your vex code over for example primitives, while retrieving(or changing) data on points or vertices among other things
  15. Average Normal

    Your code does look ok, but it does rely on the N attribute to exist on primitives already (usually they are on points or vertices) so you could also do either vector avgN = 0; for (int i=0; i < npoints(0) ; i++) { avgN = avgN + vector(point(0, "N", i)); } avgN = avgN / npoints(0); or directly fetch the primitive normal with the native function for that: vector avgN = 0; for (int i=0; i < nprimitives(0) ; i++) { avgN = avgN + prim_normal(0, i, {0.5, 0.5, 0.5}); } avgN = avgN / nprimitives(0); but like underscoreus said, the easiest way is probably to use an attributepromote SOP (combined with a facet SOP to generate the N attribute for your points)
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