Jump to content

acey195

Members
  • Content count

    539
  • Donations

    10.00 CAD 
  • Joined

  • Last visited

  • Days Won

    11

acey195 last won the day on October 17 2018

acey195 had the most liked content!

Community Reputation

152 Excellent

1 Follower

About acey195

  • Rank
    Houdini Master
  • Birthday 01/10/1991

Contact Methods

  • Website URL
    http://www.twandegraaf.nl/

Personal Information

  • Name
    Twan
  • Location
    France

Recent Profile Visitors

7,338 profile views
  1. Evenly spaced Z points in position Noise VOP?

    setting one of the components to 0, with a setcomponent vop
  2. Evenly spaced Z points in position Noise VOP?

    what you could try, is flattening the position (make the z position 0) before feeding it into the aanoise, if you want to make the noise more "2D"
  3. Vex anoise

    when you have vex functions that can output different types, its always a good idea to cast them directly for example, if you want a random greyscale color, based on the position: v@Cd = float(rand(v@P)); // this will cast it back to a vector in the end, with the same value for all components. v@Cd = rand(v@P); // this will cast it back to a vector in the end, but with different values for the components.
  4. Scatter points on edges?

    Hey! if you unroll the geometry (with a primitive SOP for example), you may be able to do it. Otherwise after unrolling, you can remove the rest of the geometry with a dissolve sop.
  5. += in setpointattrib?

    The overblown color, is what you get when you go above 1 with your color, so your addition probably works fine, its just that multiple points may be adding to the same target point.
  6. From 9 primitives to 1 primitive

    That kinda depends on what the input primitives are. There's many different ones that can do it: for triangles: *divide sop, with the triangulation disabled, and remove shared edges enabled *Or similarily have a edge group with a dissolve sop for poly lines: *add sop, with remove primitives, and then recreate it in the other tab *polypath *join (if the vertices are pre-sorted)
  7. You could suggest to this artist to put the tools made, on Orbolt too. There you can download any tool, in any kind of licence type, since that is Side-Effects, managed.
  8. Multiply vectors to a plane (Trigonometry questions)

    I'm quite fond of this function: http://www.sidefx.com/docs/houdini/vex/functions/planepointdistance.html pretty sure you would be able to use it in your case (not completely sure how it will operate at the corners, but on the straight bits I imagine it should work pretty well)
  9. 17.5 Launch Event Presentation

    Normally there's more available in indie than core (minus render resolution / profit cap) also if you are talking about PDG, they show demovideos of it in Unity, which would be an exact usecase for Houdini-Indie, so I would sure hope so (disclaimer: have yet to watch the video later today)
  10. Hey! Yup, they are like n-dimensional vector attributes. Binding with @, will generate the attribute for the output if it did not already exist, or read it if it does. One difference between using binding, and using attribute import, is that you can update the attribute throughout the code multiple times with binding. On the other hand, using for example the point() expression, will always fetch the value of the attribute of the input (and not the intermediate value)
  11. if you average the cross products of the vector of the edge directions of the corners: cross(normalize(pos1-pos2), {0,1,0}) and cross(normalize(pos0-pos1), {0,1,0}), you should have your vector (or the anti vector not sure from the top of my head)
  12. Yeah Konstatin's version is basically a worked out version of my ramblings. Forgot to note that the dot product of 2 vectors is equal to the cosine of the angle between those vectors, making the code kind of convenient @konstantin magnus Just realised you got this technique from the genius himself too (in the other thread)
  13. that would work for the straight bits, but for the corners you would have to increase the magnitude by which you move them to maintain the angles. from the top of my head.. I think it was dividing the offset by either the cosine of the angle, or the cosine of half the angle. So an offset at the corner, at 45 degrees would be 1/cos(45deg) which is 1/0.70710678118 = 1.41421356237 if my memory serves me right. Which makes sense, as that is the square root of 2, and pythagoras and stuff
  14. Set N points to same Y position

    when running over points, you should be able to do this in a single line of a wrangle : v@P.y = floor(float(@ptnum)/3) * 2; //if you want 2 y units between every group.
  15. Change a curve basis in VEX?

    No probs, but yeah we would also make happy use of such improvements :), so thanks to you too!
×