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__import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().x() __import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().y() __import__("toolutils").sceneViewer().curViewport().viewTransform().extractTranslates().z() Map them in vector3 parm respectively (x,y,z). It will update automatically
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// in detail wrangle : int prims[] = expandprimgroup(0,"primgroupname"); string pieces[] = {}; foreach(int p;prims) { string nm = prim(0,"name",p); if(find(pieces, nm) < 0) { append(pieces, nm); } } s[]@nm = pieces;
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Use vexpression is used to dynamically adjust one or more parameters you see in the node, NOT updating point attribute individually. To do the later use pop wrangle/ geometry wrangle. To use vex in pop force you can enable the top vexpression and use something like this: force *= fit(@P.x, -2,2,.5,2); those particles on one side will have half the force settings and on the other will have twice the strength
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Delete groups based on number of points
ftaswin replied to Krolik's topic in General Houdini Questions
int pts[] = expandpointgroup(0,”groupname”); if(len(pts) > chi(“max_limit”)) { foreach(int pt; pts) setpointgroup(0, “deleteme”, pt, 1);} -
look into OnCreated.py
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if(relpointbbox(0,@P)[0]%1==0 && relpointbbox(0,@P)[2]%1==0) @group_edges = 1;
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Avoiding self intersection when displace along N
ftaswin replied to anbt's topic in General Houdini Questions
You can filter and "smooth" the direction(N) you use to "peak" your surface. pcopen-pcfilter will do that just fine. in vex: int handle = pcopen(0, "P", @P, ch("radius"), chi("max_points")); @P = pcfilter(handle,"P"); You can do similar in Vop too. -
There is also vex version, but yes, no easy way
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The simplest answer I can think of is to rebuild the input curve and turn it into a single curve node (very easy to do with python). From there, do whatever you want. node = hou.node('/obj/geo1/alembic_curves_unpacked') parent = node.parent() pos = node.position() geo = node.geometry() prims = geo.prims() for prim in prims : crvnode = parent.createNode("curve") pts = prim.points() tmppos = "" for pt in pts : tmppos += ",".join([str(x) for x in pt.position()]) + " " crvnode.parm("coords").set(tmppos) crvnode.setPosition(pos) crvnode.move([0,-1]) pos = crvnode.position()
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Random value every iteration in ForEachLoop
ftaswin replied to JDee's topic in General Houdini Questions
in the parameter editor, if you click the cog icon - add spare input, it will add a string parameter where you can plug a node path you can reference to. So instead of detail(1,"iteration",0),detail(2,"iteration",0),detail(3,"iteration",0) referring to the node connected on input 2,3 and 4, You can use detail(-1,"iteration",0),detail(-2,"iteration",0) referring to the spare parm you just added (-1 is the first spare parm, -2 is the second and so on) -
In your case, it would be D:/stuff mapped as HOUDINI_PATH the presets folder inside will be recognized
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From H18.0.5xx onward I believe you can export FBX with path attribute like alembic.
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node = hou.pwd() geo = node.geometry() points = geo.points() x,y,z = points[0].attribValue("P")
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hou.nodeType(hou.objNodeTypeCategory(), "cam").instances()
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It still does, @Stalkerx777. Thanks again