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Showing results for tags 'Attribute'.
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Hi) Can I somehow get the maximum(and the minimum) value of an attribute in VEX? I want to use them in a FIT function.
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Hi, I need to randomize name attribute and have a dict of names wich I have to randomize with. Dict is as rob, car, ed. The way I wanted to do it is like this but it does not work if(name == "name", switch(int(rand($PT)*3), 0, "rob", 1, "car", 2, "ed"), "don") How can I get a result I want? Thanks! D.
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Hi, how can I change the value of string parameter in the building from patterns node with an attribute? I have an attribute wrangle that set the value of different patterns in the relation of a building I feed in but how can I set the pattern string to the according place? For example I want school, public, church as buildings and they have already a name and detail attribute building on them so I have a switch it is controlled by attribute wrangle to switch for the right building type so far so good. But the different buildings can have different patterns how they are build and I want to set this pattern in the building from patterns node. Alternatively I could set this string to the attr. wrangle channel and set it as relative reference in this pattern node - but how??? Thanks!!!
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I created a python SOP_Node, there's a class inside that with a list class member, I want to create an array attribute for the node and put that list on the array attribute. I studied all the method that exists for creating attribute but I couldn't figure that out. Please help me. BEST REGARDS.
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Hi everyone, Kind of a simple question but can't quite figure it out. I scattered some points and copied cubes on them, randomized attributes including pscale I am getting a nice exponential falloff on pscale which is what I want, but its in reverse. I want it to start big at the bottom and gradually taper off to nothing at the top. Basically the exact opposite of what Im getting now (see screenshot). Any idea how I reverse the direction the exponential falloff is happening? Thanks! Matrix_Panel_Updated.hiplc
- 2 replies
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- exponential
- pscale
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Hi! This is my first post to this wonderful forum, my teacher recommended it to me since I'm the only one in my CG-course to want to work with Houdini and the autodidactic approach can be harsh sometimes I was following the classic "vex isn't scary"-tutorial on for loops and decided I wanted to try to make the "infected" points also move into a new position within the foreach-loop after they've become infected, which worked fine. But then I tried to create a float parameter that blended the initial position of each point and the new position, so that you are able to see them moving towards the center as they became infected, and got completely lost in the sauce. Anyone know how to write that in VEX? I attached the file with directions. Looking forward to spending time within this community, you guys are awesome! FORLOOPS_VEX.hipnc
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Hey! my name is Abdulwadod I'm an FX student and i'm kind of new to houdini my question is how to get the same fallof that attribtransfer node had when using a distance threshold you know this bandwidth threshold param i'm trying to do the same thing in vex using wrangle node but it just give me a linear transition i wanna to just transfer a color so i wanna it to have a fallof when doing it using point cloud in vex.
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Hey, I´m trying to sort and rearrange points based on their randomized y-scale attribute along a curve. Sadly I only manage to number these points correctly based on the attribute, but fail with rearranging them. I wish to sort them from smallest to highest. The best solution would be to make the distance between the points dependent from the attribute aswell. big scale = more distance between the points, smaller scale = smaller distance between the points thanks a lot already : )
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Just a question for the forum because I only saw one thread from 2016 about fading attributes. How does attribute fade work in H18.5 onwards? I watched some vids on it and can't seem to figure it out using my own attribute and frames that aren't just houdini default 1-120 or so. I'm using maskfromgeometry and got a few frames scattered over 100 where my geo inherits an attribute in various places. It would be nice to have that attribute fade out when the masking geo changes rather than have that attribute present for only 1 frame at a time
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Hi people! Justa superquick issue I need to keep the normal direction of the point, so all the heads will be oriented along the normal direction. BUT I would like to randomize their rotation around the Y axis, so they should not be all "looking straight up" but they should be ALL randomly rotated along each of their Y axis. I hope this explanation does make a bit sense. I am attaching the file. Thank you so much for any advice guys! rotY_issue.hipnc
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i am using python to create a file SOP assign a path and import a bgeo file. After that i am creating some more nodes in my graph and i need a primitive name attribute from that bgeo. From primitive 0 prim = filenode.prim(0) #get first primitive of node filenode name = prim.attribValue("name") #get primitive attribute name This throws an error ----> AttributeError: 'SopNode' object has no attribute 'prim' Is it possible to read the attribute?
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where I can find the list of global attributes in houdini like pscale animated etc etc .
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Hi Guys, I can't get this simple exemple of texture Path getting @ptnum value from a copystamp, working.. Any help would be great. Thank you. N. CopyStamp_texturePath.zip
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Hello, Simple question I suppose. I have this Cd attribute coming from a measure SOP. But I can't find the way to combine him with a noise VOP. What am I doing wrong ? Thanks combine-cd-attribute.hip
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Hi everyone. I have a very basic setup and a problem that can't solve. I cant transfer "density" attribute from volume to particles using POP ATTRIBUTE FROM VOLUME. But I can't transfer color, though it should work in a same way as density attribute transfer. I include here printscreeens so you can see easily. I create te volume, assign color with color SOP. Refer to this color sop within POP ATTRIBUTE FROM VOLUME, refer to Cd as a name of a volume and.... nothink works(. Thank you in a advance.
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Hello everyone, I have a question about modeling the dry fruit. I manage to created the shape of normal fruit but cant figure how to create the dry version Does anyone have any idea to create this kind of shape? I'm pleasure to hear your suggestion And also what kind of attribute to can create such gradient in the flower photo? Thank your for your time Ask_Fruit.hip
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Hi, I'm trying to do a Sierpinski pyramid. So I quickly made a pyramid, copied this pyramid to it's 5 outers point. At this point I thought "why not make a loop", but here comes my first problem. I needed to select only the outer points, no matter how many iterations I put. So I've made an group range. But this group range has to be updated each iterations, because the "selecttotal1" will change depending on how many point is on the geo. I've made a quick code in an attribute wrangler to retreive this value, using the repeat_end's iterations. But now I can't find a way to use my variable as a parameter for my group range. Is there a way to output a variable in an attribute wrangler so I can use it on another node as a parameter ? If so can someone explain me ? (I'm not that good in code btw so I would be kind of you to explain what does a potential code work )
- 6 replies
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- variable
- attribute wrangler
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Hello there, Before in Houdini GamDev has a sop called group by attribute. So if I use name node to group primitives, pack them then just use the group by attribute node Houdini will recreate all the group based on the name attribute I had In Houdini 18.5 it has a node called group from attribute boundary which does similar thing but I can't figure how to set it up so it can auto create group based on name not manually set up each name like in the photo I hope I explained it well. Thank you for reading this
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I have an attribute, I want to use that attribute value for a parameter, what should I do?
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I have tried a lot of stuff and found topics on this problem but nothing seems to work. I want to pass string and float detail attributes to the Font SOP. How can this be done? fontsop.hip
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Hello guys, I have this Bendangle attribute that I am using as a color in my redshift material. I don't have any issue when I convert it to a Cd attribute and then use the RSUserColorData vop node, but because I want to import two attributes, I couldn't convert them both to Cd as I would have two different attributes with the same name. So I am feeding my attribute (RSPointAttribute) to a RSColorConstant to my material and this happens (screenshot). this effect turns up. What am I doing wrong? Tx
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Hi all, ** The thing I want to do is to obtain the coords from this kind of file and write vector positions. The positions corresponds to the place and orientation of each photo was taken. I want to track the path in wich the photos was taked. I have a file called cameras.sfm from "structure from motion" created with meshroom app (not inside houdini). I can read the file and split the lines with python, but I don't know how can I give format and write attributes to pass to an object. I'm new coding in python The file has two basic sections: - one called "views" that is an array of specs of a camera... that I don't need, but at the bottom of the file, is an array is what I need to give some format and pass to the attribute in sop level The array starts with the tag "poses": And each "pose" has an Id, maybe could be usefull to write an attribute for the id and others for the vector for the values in transform/rotation and the "center" I have some code for read the file and print/split lines but... I need help, hope you can guide me Thanks in advanced...
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