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Found 5 results

  1. Hi, I have used Houdini for a few years, but have not used these loop block nodes so much in VOP. This is because it's really hard to understand what's happening on the way and how to use input and output exactly, although I understand SOP level's loop nodes well. Thus, I really appreciate if anyone explain each usage of input and output with typical examples for each block/loop node! For instance, blockA is good for creating primitive line. blockB is convenient with checking nearest points, blockC is same as loop-SOP but faster, etc... Many thanks!!
  2. I have 2 sets of points: 'parent' and 'child'. Both have the same number of points. I need each parent point to have a unique child assigned to it - no duplicates. I need to be able to animate in an active value for the parent points, so that they all become active in 3-4 frames. When a parent point becomes 'active', it needs to search for its nearest available animated point and set that animated point's id number as 'child_id'. An animated point is only 'available' if it doesn't already have a parent point, or in other words: if the child_id is currently unused. My issue comes from the VOP I've set up within a SOP solver. If there is more than one parent point becoming active on a single frame, I get multiple parent points assigned with the same child point. I need to be able to write to 'child_id' and read from it on the same frame, to make sure that I am not getting multiple parent points with the same child points (leaving some very lonely, parent-less child points ). Please take a look at my attached file. I've highlighted the important nodes, and the Find Attribute Value VOP in red is where the issue is originating. find_unique_child.hip
  3. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  4. I posted here (http://forums.odforce.net/topic/20626-flipping-animation/) yesterday but haven't yet received any replies so I will ask a more basic question that should help me solve the problem in my other post. If I have a grid of black points and I colour some of them red, how can I find the nearest red point for the other (black) points. I'm fairly sure it would be: - pcopen - pciterate - if red is > 0.1 But then how would I break out of the pciterate and use that found point, e.g. to get the distance between the found red point and the current black point? Cheers, Mike
  5. A VOP performs a pointcloud lookup and uses while loop in oder to take advandage of the pcimport node to get distance,ptnum ,P etc. How can I store the result of each loop in a while node in vops? Each loop gives me a point but I only get the last point out of the node( although I have set max number of points to a number higher than one.. ) Maybe somehow push/append them into an array so I can call the later on? If that is the way, arrays in vops need inline code (afaik..) and I haven't managed to figure i out... One of my goals is to draw multiple lines that connect the look up point with a number of points on the pointcloud(= max number of points) without puting the VOP and the Foreach node into another ForEach node out side the vop (because it is not fast). I hope all this makes sense ......thanks ps. play a bit with the slider of "max number of points". Slide it from 1 to 4 and you'll see the line jumbing to the next point. I want to be able to store these points without movin the slider.. Push in array.hip
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