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Found 413 results

1. ## Distance fall off

Hi I am doing the entagma tutorial where he is blending from low poly to high poly object. In their example they are using a single point from a sphere to create the blend as in the image below . I would like to use a piece of animated logo to reveal between the two. Using bit of vex I found on this site I think I am getting the distance from sphere to each point on the grid but when I visualise it as Cd. It only seems to be taking a few points into account. What I expect is black circle around the sphere. Thanks finddistanceB.hipnc
2. ## vex question about "Quaternion rotation"

"https://www.youtube.com/watch?v=t9yoUkFzInA" This is tutorial link and I made this node with that. and I heard about quaternion that it has only 4 vectors so We can use it more efficient way to rotate object. But this tutorial's node convert quaternion to matrix at last. so If I want to use this node properly and I expected, using quaternion. Which part that I should change ?? Sorry for my poor English and Help me wizards !
3. ## CG Forge - Vex Foundations I

I recently finished building my new website - cgforge.com It's a website focused on quality - offering only the best 3D tutorials in one place. Check out early access to my next course: Vex - Foundations I Thanks for watching!

Hi there, I have what I'm hoping is a simple thing for someone with a little vex knowledge. I'm trying to adapt the adhesion force in the condensation shelf tool to be driven by a gradient or noise on the mesh instead of applying the same amount of adhesion force all over the mesh. I have made a custom attribute called 'friction' with a gradient and some noise, clamped the values between zero and one and exported it: Unfortunately I am not nearly clever enough to understand how to adapt the VEX in the DOP Network to take this into consideration: Right now the particles that hit the floor get pulled back up to its neck. Ideally I would like the this friction attribute to remap whatever value is entered in "strength" so that in the red sections adhesion force is whatever is entered there, scaling to zero as it approaches the black. Been struggling with this for awhile but vex is a real wall for me so would really, really appreciate it if someone could be so kind as to help me out here Thanks! H friction-adhesion01.hipnc
5. ## houdini17 × vfx × groundbreaking × pyro × explosion × learninghoudini × goundcollapse × destruction × Create Tornado with VEX

Hello Everyone, I have just create tutorial of making tornado with VEX using quaternion to control velocity field in Houdini 17. Check in here: https://www.cgcircuit.com/tutorial/tornado-with-vex Best Regards, Nhan Vo
6. ## another animated vellum constraints inside dops question

hey ya'll, i'm trying to animate the restscale of each emitted hair strand based on age but i'm currently stuck because "@restscale" is erroring out on the vellumconstraintproperty inside the dopnet. any ideas would be great! thank you! chris anim_rest_scale_age_v001.hip
7. ## how to give expression inside edit parameter interface

Hi everybody, I have one question I'm creating procedural stairs so I have created an attribute name(Steps) and another is (NumPillar), so what I want is, in edit Parameter Interface we can set range but I want the max range should be same as steps value as you can see in image. Blue color indicates steps and red indicates pillar in image file Pillars.jpeg
8. ## Randomly choose between 4 options

What's the most efficient way in vex to choose between 4 different options? Right now I am simply using rand and a series of if statements to check the resulting value. Is there a better way?

is there a opinion to jump to an other node in a wranglesop? I.e.: in an if choice depending on the ouput (0/1)? if(i@test == 1) goto node.....
10. ## Picking up values inside a MATRIX VARIABLE

Dear all, A simple looking question about how to pick up an @ttribute's value inside a MATRIX : 2@boo = set(1,2,3,4); printf("boo[0] : %g\n",@boo[0]); it doesn't work while it is working with vector or obviously with array. Saddly, i feel stucked, if needed to pick up one of these values, separatly. Humbly, all/any feedbacks are welcome even if i've dumbly mistaken myself (it could happen to anybody ), thank you all. cheers. alr77
11. ## vex array splat/unpack operator for function arguments?

I'm new to vex and was wondering if there is a splat operator to unpack arrays into function arguments? (like javascript's ... or rubys *) The reason I'm asking is I have a wrangle that I want to take an unknown number of points and put their position into the cspline function. In the docs we have vector cspline(float t, vector val1, ...) If it was Javascript I'd do something like cspline(t, ...array_of_parameters) to unpack my array into that list of parameters, is it possible to do something similar in vex? If it's not possible how can you get an unknown number of parameters into a function that takes an unknown number of parameters? Cheers Ben
12. ## [SOLVED] Problem transferring code from point wrangle to primitive wrangle

EDIT: Problem was an error in logic on my part.. Solution at end. Hello, On some frames I want to remove a point from a piece of geometry that has just one primitive. I can do this with a point wrangle and there are no problems. However as the project grew it made more sense to do this with a primitive wrangle instead. I rewrote the vex to serve primitives instead of points but now there is a problem: it seems like not all points are being considered in the frame after a point is removed. Points are created at one end of a line and move a little bit each frame towards the end of the line, then they're deleted once they've traveled the length of the line. Each point's @P attrib is set each frame with the same wrangle that might delete it if it reaches the end. When I use the prim wrangle (or a detail wrangle) instead of a point wrangle there's a noticeable stutter due to the lack of movement the frame after points are removed. The point that had just been created (which happens to be the same frame another point was removed) moves as much as it should, but the others do not. I have checked that there remains to be only one primitive. I'm at a loss.. Thanks for taking a look!! FYI I'm still pretty new to Houdini. Project file is attached and there are point and prim wrangles in the solver for comparison. SOLVED: I have another attrib @amt_cycle informing @P. When transferring to a prim wrangle instead of a point wrangle, I only removed the '@' symbol of @amt_cycle to turn the attrib into a regular variable in the code but I didn't recognize that the attribute was also being updated on that same line. To fix I just added a line for 'setpointattrib' to update the attrib. ptprimwrangles.hipnc
13. ## 60% Off VexGuide Tool

Today Only: 60% Off VexGuide Tool Discount link : https://gum.co/GFKLc/56wn7jx
14. ## How to make a group as an exception in primitive wrangle

Hello, Can I get a little help please? I have an RBD simulation where a bridge's rope breaks. The first part is a glue contraints then it turns into soft constraints then I remove the primitives to break the soft contraints. But I have a part of the rope I don't want to break. So I put it into a group. How can I add that group into my primitive wrangle inside my sop solver as an exception. I mean I would like to break all the constraints ( primitives) except the ones in the group. Thank you.
15. ## Expressions in file names. Mantra output file

Hey guys, How can I change the path in mantra Output file from: P:/projectname/shotname/fx/work/houdini/hip to: V:/projectname/shotname/fx/geo can`t figure out how to run strreplace twice. this doesn`t work: `strreplace(\$HIP, P:, V:)` `strreplace(\$HIP, work/houdini/hip, geo)` \$HIP is P:/projectname/shotname/fx/work/houdini/hip also + is to add to the path, how can i subtract from the path? Cheers Janis
16. ## World Space Position?

Hi everyone, I've got a problem that has me stumped. In my setup, I'm flying with a camera through a volume that has its density modulated via a couple of noises in the mat context. But whatever I do, I'm unable to make the noises stick to their position, it seems like the P attribute from the globals node is always in camera space. I must be missing something obvious since a lengthy internet search didn't give me any meaningful results. I've attached my file, to observe the problem just render a frame and then jump to another frame, the camera will have moved but the noise pattern is in exactly the same place. Thanks in advance Paul world_space_noise.hip
17. ## Looping rain drips on windows

Hi there, I've been following this excellent tutorial on creating streaks of rain across windows: https://www.youtube.com/watch?v=AwsYhKy1K5g It's working well and i've made a few adjustments to fit with the rest of my scene, but there are a few things I was hoping someone might be kind enough to help me with: 1. The tutorial author uses an expression to offset a resample node to create the animation of the drops falling - how would I adapt this expression so that I can create a seamless loop? 2. More simple: the drops created by this method are fully sphereical, I need them to be flat on the edge that touches the window - how do I use a vdb volume to cut the whole thing so the window facing side is flat? 3. Just trying to get the static drops to be a bit more random in size and guessing at the expression, currently @pscale = (rand(@ptnum)*(0.15)+2.2) -1.20; - i'm just trying to pick a random float between 0.1 and 1.2 I've attached my scene file, any help is very appreciated. window4.mp4 raindrops_001.hip
18. ## VEX GUIDE TOOL

In gumroad : gumroad.com/l/GFKLc Here if you want to support me and see lots of technical artistic stuff. Tool post in pateron patreon.com/posts/26416411 one of my oldest tool , always I can't remember some dops sops vex attributes and functions so I was thinking if i can collecting it in one tool with some description of each attributes and function easily and not only that I can save my own presets on there it was fun and good reminder houdini vex
19. ## VEX Function Source Code

Is there a way to find the source code for a specific built-in VEX function?
20. ## Brick wall tool, rotation messes up when moved in y direction

Brick wall tool works when moving the spline in x and z direction but when moved upwards the rotation of some of the bricks is rotated in a strange way. BrickWall.hipnc
21. ## HOUDINI TREE RIG LIBRARY

TD - TREE RIG LIBRARY Beta Version Some Feature * procedural rig for any tree model * tree model library and ease to use ui * live connect to speed tree * fast instancing features * redshift compatibility and mantra Pateron PAGE : https://www.patreon.com/standingmanfx FB : https://www.facebook.com/standingmanfx/
22. ## VEX - foreach - I don't get it

Hey guys, I never got how does a foreach works in vex (at all!), can someone please explain me this? It does the same thing as the For-Each Loop node?
23. ## Resample Curve by N attribute

hello, i have a curve in 3d space with an organic shape and i want to resample it so it becomes jagged but maintaining its features. So i was thinking i should compare the tangent value of each point with its next one and if the difference is big it means the curve is changing direction so i keep that point. If there is no big change in direction i remove points. But i have no idea how to implement this in Vop or Vex, i am new to Houdini. Any ideas?

25. ## Multiply vectors to a plane (Trigonometry questions)

Hi, I was shaping a hex nut with VEX when two geometry questions arose: How can I mathematically define the offset from a circle to an n-gon? Currently I am multiplying by a magic number: sin(u_mod) * 0.12. How can I multiply vectors so they end up on an infinite plane defined by a position and a normal? Kind of what planepointdistance() does, but rather intersecting the plane with the points vector than just returning the closest position on the plane. Also I would not want to shoot rays around but rather set this mathematically. Here is how I deform the tubes outer points at the moment: float u = atan(v@P.z, v@P.x); float u_mod = abs(sin(u * 3)); float u_fit = fit01(u_mod, 0.75, 1.0); vector nml_flat = normalize(v@N * {1, 0, 1}); v@P -= nml_flat * sin(u_mod) * 0.12; v@P.y *= u_fit; Thank you! hex_nut.hiplc
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