Jump to content

acey195

Members
  • Content count

    549
  • Donations

    10.00 CAD 
  • Joined

  • Last visited

  • Days Won

    12

acey195 last won the day on August 10

acey195 had the most liked content!

Community Reputation

157 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

7,446 profile views
  1. Had the pleasure to meet him in person a few times, great person! For me whenever old school people get back into houdini (or when people look at outdated tutorials) and need to understand "stamping" I always point them to the following video: "Geometry Workflows in Houdini 16 // Jeff Wagner // Illume Webinar"
  2. xyzdist function check

    ok, had some time to actually at the file, what I suggested earlier should work for your case, since you are only checking the center of every primitive, once. So for the final code, I would just do this: int outPr; float maxdist = chf("radius"); vector outUV; //to use the range overflow of the xyzdist() you also have to query the primitive and uv for some reason string grp = sprintf("!%d", @primnum); f@test = xyzdist(0, grp, @P, outPr, outUV, maxdist + 0.001); if(@test<maxdist){ s@near = "close"; } with a lot more primitives, its going to be more costly of course, but probably still less than putting it in a loop. That said, with a very large amount of geometry, you may have to do the calculation in multiple steps, so not every primitive has to check Every other primitive, but just the ones that are close. Also, you could add an heuristic, resampling all primitives, adding a center point to all edges and check those first with a nearpoint() expression, then afterwards, doing the xyzdist() for all the remaining primitives. That way you could greatly optimize all the plots that have similarly sized buildings next to each other, as those points will in a lot of cases, nicely line up with the center of the neighbouring primitive in that case, if you are really afraid about performance.
  3. xyzdist function check

    Well, resampling will indeed increase the usage of RAM, and GPU if you are display it, but in terms of calculation, using nearpoints() is a way faster (lighter on the CPU) operation than xyzdist() Also, you could set your resample node's parameter "Create Only Points" (destroying the primitives for the calculation) which will greatly lower the GPU and a bit of the RAM usage. It of course matters, what kind of fidelity you need for this, if you really need 0.001m accuracy this method is of course not going to work. Though, there are certain work-arounds, like measuring the distance to the 2 closest points (instead of 1) and using some geometry math, to find out where along that edge, lies the actual closest position.
  4. about parallel processing in VEX

    the meta data block, (which you can generate with a button from the input of a foreach) will give you a detail attribute, with the current data its looping over "value", incase you are running over numbers as well as an "iteration" attribute, you can use in other cases. you can use those values, to make sure your wrangle fetches the right data/does the right thing, depending on the iteration of the loop. Also, generally speaking, putting everything in a single wrangle only gives you a very slight performance increase in terms of overhead, which is almost always outweighed, by the multi threading benefit you get from using multiple nodes. In addition, the overhead can be completely eliminated by using a compile block (which only really starts to make sense with larger numbers of nodes, or if you are taking the loop approach)
  5. xyzdist function check

    yeah looping over all primitives like this, even using groups is going to be very expensive. One optimization, is giving it a maximum search range (which will speed up the function a lot) if you have more or less similar expected distances. float xyzdist(<geometry>geometry, vector origin, int &prim, vector &uv, float maxdist) or float xyzdist(<geometry>geometry, string primgroup, vector origin, int &prim, vector &uv,float maxdist) https://www.sidefx.com/docs/houdini/vex/functions/xyzdist.html generally what I would do is: int outPr; float range = chf("range"); vector outUV; float dist = xyzdist(1, v@P, outPr, outUV, range+0.001); if(dist > range) return;//or continue if in loop Alternatively, if you are dealing with reaaaly large amounts of geo, I would suggest just resampling your primitives, saving the primitive number to those new points, and check the nearest points, instead of using xyzdist()
  6. Quads instead of triangles

    Or you could write your own quadrify node, with some wrangles/python and a dissolve node. What we did, was finding for every triangle, the longest edge (out of 3) Then, if a neighboring triangle has the same edge as its longest edge, group it. Afterwards you can just dissolve this group and you have a quite reasonable quadrify process. It will of course keep some triangles this way, depending on how have modeled the "joints" Also can't share the code unfortunately, but that could give you a start.
  7. about parallel processing in VEX

    In general, yes if you only really use point or primitive mode, if the order of processing is not important (or you compensate for it in another way, such as calculating the same data again in other points that need to access it, although this may lower the speed by such an amount that running in detail may be faster anyways) but there are other things you can do, like Skybar mentioned, or simply putting the wrangle in a for loop, potentially using the meta data block Also, don't be afraid to mix and match point and detail mode, and divide your code over multiple wrangles, so you can have the best of both worlds
  8. How do I skin connected curves?

    Not really using the polyExpand2d, you may also want to try the polyWire sop (and then flatten the result and removing the bottom) another solutions is putting a grid under it, making a distance field of the curve on the grid, and then use a clip sop based on this value (by transforming the height using the distance field) but this method creates an unaligned topology (which it sounds like you don't want)
  9. Python: Delete node

    instead of deleting, can't you just check if it already exists, and skip the creation if it already does?
  10. Python: Delete node

    well that error suggests that you are deleting nodes by cooking things I can understand if you write a shelf tool in python to do something like that, or maybe a post-render script in a ROP node, but I'm really curious what kind of thing you want to achieve with this, as it indeed sounds like something that is not without risk
  11. Evenly spaced Z points in position Noise VOP?

    setting one of the components to 0, with a setcomponent vop
  12. 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"
  13. 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.
  14. 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.
  15. += 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.
×