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Found 603 results

  1. Hi all, I'm trying to come up with some vex to use to kill particles in a sim when they have traveled a certain distance from their birth location. I have mother particles that last one frame and i'm using a pop replicate to spawn new splash particles from them. What i'd like to do is store the position of the mother particles and subtract it from the position of each replicated particle every frame to get the distance, then set them as dead once this has passed a given threshold. Extremely limited VEX experience here, so if anyone could give me some kind of starting hint/snippet that would be amazing Many thanks, H
  2. Hi, Is it possible to set up the normals of these points procedurally using vex or python? I just set point attribute to every point with vex, but could I make it more procedural if I had more or less points, for example?
  3. Hi, I'd like to sample the UVs and texture from the models i intersect with but don't know how... Any advice ? Thanks Escherisation.hipnc
  4. Hey guys, I recently had some VRScenes made (a file type to save vray material, lights etc into a vray scene file) - however at the time I had setup materials on desktop. I have cleaned up my drive and moved everything to external SSD. Now I found out that my VRScene files do not find the textures I had created on desktop since they have been moved (obviously). I realised I can quickly edit the .VRScene files in a text editor and replace the file location in few places i.e. "C:\files\old_location" to "G:\files\new_location". I have maybe 5 or 6 VRScenes to do this with which is easy to manually do but I wanted to exercise some Houdini into this and wanted some directions on how I can procedurally edit a bunch of .VRScene or .txt files and replace certain string variables. Surely there is a way to automate this process!
  5. vex return list of prims numbers inside radius

    Hi, I raytrace millions of points on a geometry with vex, I using the fonction intersect() for that and this return me the prim number of the hit surface, but I looking to find a way to find all primitives inside a radius for each point raytraced. their is way to find points inside radius with pcfind() and xyzdist() but I want to limit my search to prim for many reasons. Someone had solved this problem or have an idea ?
  6. An expanded Merge SOP operation. Goes well with H18 "Copy to Points" to boot, but there's a lot of other small things that enables.
  7. Wavy HDA

    HI everyone! This HDA generates wavy patterns on a base geometry using a secondary source. Wave patterns depend on the shape and the point count of the secondary source. The HDA also generates color data depending on the source of the waves. Currently by default it outputs as curves/splines, if needed a polywire can be applied after the wave generation to give it 3D depth. I've attatched some renders that I have made with this tool. You can check it out over here: https://gumroad.com/l/R_wavy
  8. Hi, Iam doing a small vex RnD, i have some points with @active=0 and i make them @active=1 randomly by point number over time. lets say i have given them an attribute @temp =0, all i wanted to do is the value of @temp should increase from 0 to 1 gradually over frame when @active=1. for example, if the @active = 1 at frame number 30, the value of @temp of the same point should increase from 0 to 1 from frame 30. thanks in advance
  9. Modeler 2020

    Product link: https://gum.co/KYCgR What's new: 1. The Modeler core has been completely rewritten. Performance, stability and UX are improved. 2. A hotkey system has been created. Hotkeys are now configured in a separate editor (Hotkeys shelf tool). The editor allows you to quickly configure keyboard and mouse shortcuts. Unlike other modeling programs, you can now associate any tool with any combination of keys or mouse actions. In a similar way, the mouse and keyboard are configured in Nevercenter Silo, but unlike Silo, there are no restrictions here. That is, you can assign absolutely any tool to the mouse. On the other hand, mouse tools such as interactive selection can also be assigned to keyboard shortcuts. Also, unlike the standard Houdini behavior in Modeler, you can use the additional two mouse keys X1 and X2 (Ctrl+X1, Shift+Ctrl+X2 etc). The Hotkeys editor has two default mouse layouts: 1. Standard - that works just like DM and the previous Modeler version - LMB to select items and MMB to drag them 2. Pro - which allows us to select geometry components with RMB and drag with LMB. MMB used to select invisible items too. 3. The interactive state system (add-on for Python States) has been rewritten from scratch. Many tools have become more interactive and have the ability to customize the node in the viewport. In addition, you can quickly create custom interactive python tools for your own HDAs. The mouse wheel now works more universally. In many nodes, the wheel allows you to change the Uniform Scale parameter. List of nodes that now use state tools: Soft Boolean, Insert Mesh, QPrimitive, Array, Hose, Bevel, Extrude, Bridge, Set Flow, Smooth Points, Thickness, View Deform. 4. Retopology tools (Topo category) have been redesigned. TopoDraw tool (Alt+A) allows you to quickly draw poly patches on the reference geometry. It has an ability to snap to existing geometry. Topo mode (Alt+T) now packs the reference model. This speeds up the entire process of retopology with millions of faces. The Push tool now works in the Topo mode, which allows you to get the desired result even faster. In addition, the Push tool has improved performance and stability. 5. The Insert Mesh SOP was redone from scratch. It has interactive tuning, better performance, and more accurate results thanks to improved normals. 6. The Deform menu was merged with the Align menu and renamed to Transform Menu (Z). 7. The Relax tool renamed to Smooth. The tool is completely redesigned and takes advantage of Python States. Using the Smooth tool, you can smooth points or polygons in a standard way. On the other hand, the edges are smoothed as separate curves. Combined with interactive enhancements, the tool allows you to quickly fix messy areas. 8. Tools that create modeling nodes were removed from the Modeler shelf. Only general tools are now on the shelf. Direct modeling tools are now called from the Modeler mode. Added shelf tools: Delete Node, Merge Nodes, Stash History, Pack History, Clean History и Delete Attribs 9. Added a new tool Repeat Node Parms that allows you to apply settings from previously created nodes of the current tree 10. ToolsPanel (spacebar) renamed to Launcher. Launcher tools have been re-sorted and have a new Mouse section for interactive tools like selection or dragging 11. For Bevel, Bridge, Extrude and Smooth tools separate nodes were created 12. Bevel, Extrude, Inset, Smooth, Thickness hotkeys can work as sticky keys. That is, the call of a hotkey, for example, of the Extrude tool, leads to an instant change of the extrusion value before releasing the key. 13. Added Inset tool that uses Extrude SOP. In contrast to the Extrude tool, the first time you start Inset, you can change the inset with LMB. 14. The Lattice tool removed. It is now replaced by improved View 4 and View 9 (View Deform) from the Transform menu (Z) 15. Tools for a quick preview of the subdivided geometry were created: Preview Subdivide (Alt+1) и Preview Subdivide Wire (Alt+2). Standard viewport subdivision and instance subdivision (Symmetrize Tool) ar assigned to Alt+3 и Alt+4 respectivelly. 16. Select By Normals mode (6) allows you to select components based on normals 17. Local transformation tools have been added to the Transform menu: Local Move, Local Rotate и Local Scale 18. An Extend (Y) tool. This add-on to the Extrude tool allows you to quickly extrude edges and polygons using handles. 19. The Bridge Connected tool returned from the DM package 20. Slice, Clip and Mirror tools have the ability to set the initial origin based on points selection center 21. On the next call, the Delete tool changes the node so that it deletes unselected geometry. 22. The KitBash tool now offers to automatically create a KitBash panel if it is not created 23. Shift+Double Click can now replace the geometry of the current Insert Mesh SOP with the geometry from the KitBash panel 24. Combine and Boolean now offer to select nodes at the object level if the tool was launched inside the SOP container 25. Set Flow creates more accurate geometry in unusual situations. 26. Added a Point Weld tool (Alt+W) for interactive point stitching 27. The Soft Boolean SOP can be configured interactively. It also has a slightly improved performance. 28. Collapse History (Left) renamed to Pack History 29. Many tools are assigned to new hotkeys. The ToggleCompass tool is now called with the Backspace key. 30. The Edit Mesh shelf tool now renamed to Modeler 31. Modeler now moved to the package Houdini system instead of using houdini.env
  10. In the file I try to create the custom velocity with noise over time using normals. At first I did it with AttributeNoise, things go smoothly. Then I try to recreate it with Vop node, I can't have the normal distribute equally in all the direction like how I did with AttrNoise. Plus it move very fast over time, how do I reduce the movement of it. Also, can anyone show me how to do it in vex too. I add @Frame in vex, everything move in super speed. Thanks in advance. customVelocity.hip
  11. Hi, can I somehow get the type of a primitive? I need to separate "polylines" from "polys".
  12. Hi everyone, beginner Houdini user here, so sorry if it's an obvious question. My current finger exercise / idea is, to use a texture with areas in clear, distinct colors like (255,0,0) without anti aliasing. These are used to map the colors onto points which then are used to copy specific geometry onto them (buildings and city stuff in my example). This works for the most part, but to have more control over which color gets how many points I split my geometry into separate groups and use a separate scatter for each group (I tried the densitiy attribute before, but everything changing when I change one density value wasn't what I wanted) To achieve this I am using a partition SOP with group by Color. The weird thing is, that I'm not getting the expected number of groups (8 in my case as I'm using 8 colors) but more something around the lines of 200-700. Looking at the Cd values in the geometry spreadsheet shows me, that the values aren't all the correct values (they should be along the lines of 1,0,0 ) but there are interim values, small variations. This of course gets picked up by the partition node. Using an attribpaint SOP gives the expected result...but I would love to be able to draw the textures in external tools like Photoshop. Just nicer to edit the map. Does anyone have an idea how the interim values are created? I suppose it has something to do with the mapping / scaling of the texture / uv.. but I can't figure it out as everything I change, gives the same result (like the filter settings in the attribfrommap SOP). My node setup is like this: Grid -> size 16,9 (I tried different resolutions here too to no avail) UVProject -> Orthographic, 16,16 (and rotated so it has the rotation of the grid) attribfrommap -> Texturemap (a png, 3840 x 3840 px with the 16 by 9 area centered vertically on the map) partition SOP -> Group by Color For my easy test setup I added an attribute wrangle that checked the incoming color values against bordervalues and sets them to the closest correct value. f@lowLimit = .3; f@highLimit = .7; if(@Cd.r > 0 && @Cd.r < @lowLimit) @Cd.r = set(0); if(@Cd.r < 1 && @Cd.r > @highLimit) @Cd.r = set(1); if(@Cd.r < @highLimit && @Cd.r > @lowLimit) @Cd.r = set(.5); if(@Cd.g > 0 && @Cd.g < @lowLimit) @Cd.g = set(0);; if(@Cd.g < 1 && @Cd.g > @highLimit) @Cd.g = set(1);; if(@Cd.g < @highLimit && @Cd.g > @lowLimit) @Cd.g = set(0.5);; if(@Cd.b > 0 && @Cd.b < @lowLimit) @Cd.b = set(0); if(@Cd.b < 1 && @Cd.b > @highLimit) @Cd.b = set(1); if(@Cd.b < @highLimit && @Cd.b > @lowLimit) @Cd.b = set(0.5); This works for my simple case at the moment. But if I was to add more colors the rounding wouldn't work anymore with all the interim values created. Can anyone explain why I get interim values even though the texture itself is not antialiased and in the right aspect ratio? I guess it has something to do with the texture stretching/mapping in houdini but is there a way to fix the problem? Or a better way to achieve this result? I checked some posts in here but most of the proposed solutions I got to work for texture color to point color result in the same interim values Thanks a lot for your help! Cheers, Daniel
  13. Hi everybody, I'm quite new to Houdini so I have a problem here. I have a group of points on a geometry. Now I want to find the center point of it so I can 'Copy to Point' a sphere. The geometry is an animated alembic cache. find centerPoint.hipnc BAZA_GUN.abc
  14. i@iterations = len(chs("../NETWORK_CONTROLLER/c2p_querstrbn")); s@myArray = chs("../NETWORK_CONTROLLER/c2p_querstrbn"); i[]@myintArray = {}; s[]@mystrArray = {}; //remove spaces from string array, get len() of string array if (i@iterations >2) { i@iterations += 1; i@iterations /= 2; } //create arrays from preselection int i; for(i=0; i < i@iterations*2; i++) { i@stringtointeger = atoi(s@myArray[i]); append(i@myintArray, i@stringtointeger); } // remove spaces from int Array i[]@cleanArray = i@myintArray[0::2]; // convert back to string to read in with copy to points target points later for(i=0; i < i@iterations; i++) { s@integertostring = itoa(s@mystrArray[i]); append(i@mystrArray, s@integertostring); } hey all, vex noob here. I am trying to append values from an integer array to a string array. looping over array entries with atoi works fine to extract the strings and append them to an int array. but the other way around using itoa gives me this error: Warning: Errors or warnings encountered during VEX compile: /obj/geo1/pointwrangle4/attribvop1/snippet1: Call to undefined array index operator 'int string[][int]'. (33,53). Error: Error in VOP 'snippet1'. Warning: Errors or warnings encountered during VEX compile: /obj/geo1/pointwrangle4/attribvop1/snippet1: Call to undefined array index operator 'int string[][int]'. (33,53). Error: Vex error: /obj/geo1/pointwrangle4/attribvop1/snippet1: Call to undefined array index operator 'int string[][int]'. (33,53) i'll try to sum up the context quickly: I have a controller node where I can enter the points I want to copy objects to. now when I copy to point 0 1 2 3, another copy node should copy other objects to points 4 5 6 7. when I enter 0 1 2, the other copy should go to 3 4 5 etc.
  15. Hi, I'd like to create some attributes inside a loop (for/foreach) and I need them to have the loop number as the part of their name. Can I do that?
  16. setPointGroup behavior

    Hey, I have 2 scatter node with 30 points on each of them. I wired the two in a pointwrangle. I used this code and I am wondering why the setpointgroup is running only once and not as the doc suggest : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry." This is probably something I missunderstood but I would be grateful if someone can explain me how it's really behave. Here is my code : @group_basePoints = 1; vector npos = point(1, "P", @ptnum); int newpt = addpoint(0, npos); setpointgroup(0, "basePoints", @ptnum+@numpt, 1);
  17. hey all, inside a sop solver on a switch node I'm trying to get the length of a string array and multiply it with another channel right now the solver is overcopying objects: I was able to get this to work comparing the values of two float channels but I can't get it to work with a string array since len() doesn't show up in that context? I tried reading the manual on vex contexts and cvex but it's a bit confusing. which context is the switch node parameter in? is it in sop context because the node was created in a sop solver or is it somewhere else entirely because I'm typing in a parameter textbox?
  18. VEX and normals from @ptnum

    Hi all, I'm new to VEX and am facing an odd issue. With an Attribute Wrangle iterating over points, connected with any polygonal mesh (in this case a Sphere). // Why does this not work.. vector broken_normal = point(0, "N", @ptnum); // Why this does? vector working_normal = @N; // And this as well? vector working_position = point(0, "P", @ptnum); if (@ptnum == 0) { printf("%s\n", broken_normal); printf("%s\n", working_normal); } // {0,0,0} // {-6.31725e-09,7.5807e-08,-1} As you can see, the "broken_normal" yields a value of { 0, 0, 0 } when I would have expected a value identical to the "working_normal". I'm running this on Houdini 18. vex_and_normals.hipnc
  19. Create a center line

    Hi all, I’m trying to create a center line (not just a center point) based on other lines in VEX. Attached is a photo of the code I used to create the lines. Will anyone share how to derive a center line from existing lines in VEX?
  20. List of fastest vex functions

    Heyo, As the title suggests, I was wondering if there is such a thing as a list of vex functions detailing which ones are the fastest to execute. Looking to writing more efficient vex to hopefully lower cook times of heavier wrangles (heavier in this case meaning having to go over more elements(prims, points etc)). I've had a look at my performance monitor and can see that in my tree the nodes taking up most time are the wrangles. They aren't "that" slow, around 0.2s pr.wrangle, but since there are quiet a few it adds up at the bottom of the node tree. Thanks for the read!
  21. Help with porcedural building

    Hello I'm working on a procedural building and actually i'm stuck with something. I've tried many thing but it doesn't work. I'm trying to add or remove the number of the window when I change the size of the building. I've wrote this and i've tried to add an offset to keep a space between 2 windows but I didn't find how. vector mypt = getbbox_size("../box1")/getbbox_size("../box2"); //box2(window), box1(building) float dist = distance(@P, mypt); if(dist > ch("distance")){ removepoint(0, @ptnum); } if(dist < ch("distance")){ addpoint(0, @ptnum); } Is someone can help me with that Thank you https://youtu.be/iwNiS0YTCms
  22. Hi, is there a faster way to check 10000+ objects for some attributes? Im making a tool that uses intersect_all() I want to make a tool that looks at the objects and see if it is visible by the camera position. And if it isnt, it can be delete the object ( not only the prims or points). So what I did now is to give it a color promoteToDetail in a for each to MAX and promote it back down to have the object the max value. But is there a better and quicker way if there are so much objects? thnx
  23. Hi, I´m just have a deeper look at the nice folding objects example on the Houdini cgwiki: http://www.tokeru.com/cgwiki/index.php?title=Houdini#Folding_objects_.28the_transformers_cube_effect.29 The wrangle node which handles the animation makes me some headache. It´s a wrangle node running over Primitives: This part I understand so far... here a new point position is set with the primuv function, as i understand... a new point is generated at the new position and theattribute name is set , newP from above... but what the hell means this? The prim is removed with his points? When the prims are removed there are no prims left to run the code again over the prims, because there all deleted... what do i missunderstand? Generates this code every frame new points on the prim and delete them afterwards? But why points are remain and travel over the prim, in this case a line? Can somebody give me some light on this? tia
  24. Hi there, this is probably way simple and a dumb question but.... I'm trying to make a tool that will use a string from a spare parameter and use it to reference geometry on a drive. The point() function works if I type in the value - check . I can make a new attribute and reference the spare parameter- check. But when I use the string attribute or directly reference using ch('myparameter') from within the point() function I draw a blank. I suspect its changing the string to float or something in the point() function. Any help much appreciated Thanks John //mycode s@mystring = chs(“geo”); v@Cd = point("mystring",“Cd”,@ptnum); v@P = point(“mystring”,“P”,@ptnum);
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