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Found 715 results

  1. Growing geometry

    Does anyone else know how the growth of geometry like the scales in this link can be done? Scale Generator : Houdini (reddit.com) The guy who did them wasn't specific about the process. All he said was "about 150 lines of vex and a poly extrude".
  2. Combining Modulus

    Help! I have some geometry distributed on a line by modulus of its ids. Well 2 modulus distributions which is where my issue is. Without using arrays (I will be eventually processing a large amount of geo), I want to rotate each "node" up the vertical line a progressive amount (say 10 degrees for for example) by combining the modulus calcs somehow. And I am pretty stuck! (This is a particle simulation so these lines are the result of this. So you can't just run over prims and rotate them in vertical order or anything so simple. It is simply setting up the initial directions, thus the need to combine the moduli).
  3. Trying to find a little trick to return random selection of two specific values (1 or -1) and hold it for a number of frames or i in a loop so it would be 1,1,1,-1,-1,-1,1,1,1,-1,-1,-1 or even better random ranges 1,1,1,-1,-1,-1,1,1,1,1,-1,-1,-1,-1,1,1,-1,-1 something like this but with better control of the distribution for(int i=0; i<10; i++) { float test = fit(floor(fit01(rand(i),-1,1)),-1,0,-1,1); int np = addpoint(0, pos); setpointattrib(0, "test", np, test, "set"); {
  4. I created an infection solver to imitate the infection of fire spreading that is functional with a popnet as the source of the infection. I did it this way because the pyro spread node does not support pops as a source which is a different problem entirely. Everything works as it should however the infection solver only takes into effect after frame 9 which is strange because the pops should clearly be infecting from the very beginning. For some reason the solver doesn't take into account the beginning frames. Ive used this solver in other projects and has worked fine which leads me to believe it is a bug but if anyone could look over my project file and let me know if they see anything I don't? Thanks so much the file is setup so that you should press play and the problem be evident, the pops are red, wherever the infection is, is white and everything else i.e. the desk and papers should be black. After frame 9-10 the infection will begin although it should begin where ever the pops collide. InfectionSolver.hiplc with geos InfectionSolver.hiplc
  5. hello all, iam just dong a wall tool but i found that if my line is in curve shape i might get some gaps in-between the bricks. is there any way to fix these thing and i also found that some of the bricks are intersecting with each other. it will be a issue while doing RBD. is there any way to fix these things
  6. I attach a file where need to remove randomly a percentage of the points say for example 15%, whether using vex or not. I know I can reduce the number in the scatter, but that happens before further processing on the points, I'd like to keep the the point positions but just remove some of them. remove_randomly_pct_points_.hiplc
  7. How can i get the ordered menu labels in VEX? I know how to do this in Python but what about VEX?
  8. Hi guys, I'm looking to get the best way to realise this kind of pic in a realistic way.. My scene is not bad but begin to be heavy.. maybe an other way?. https://www.istockphoto.com/fr/photo/cheveux-sous-microscope-gm497686734-79258025 Thank you for help Cheveux.hip
  9. Attached hip file, for a sphere with keyframed animation. In CHOPs, using a channel wrangle, I need to extract the distance travelled , in both cases: (1-green sphere) only tz is keyframed (2-red sphere) all channels are keyframed VEX_extract_distance_travelled.hiplc
  10. Hi all, I'm working with a character .fbx imported from another package, and need to extract the painted weights for a specific bone to a point attribute to use as a mask. Right now i'm using the labs Name from Capture Weight node, which unpacks the weights and saves the name of the bone that has the highest influence on a point to string attribute by just returning the first entry. Then I use the following vex to do a search for a particular bone(s) in that string attribute, something like "eyelidLower*": string term = chs("search_for"); int found = match(term, s@bone); @mask = found; that returns 1 for all the points that match the term so i can a linear mask, but I want to return and sum the actual weights - is this possible? Many thanks
  11. A simpe pscale VEX problem I can't solve

    Being quite new to Houdini and VERY new and completely out of my depth in VEX I have a problem which should be simple for anyone who is smart. So the setup is I have some popgrains spawning on an object that scale from 0.001 up to 0.025 using some VEX and then having those grains stick to the surface of the context geometry. Using the following code... @pscale += 0.001; @pscale = clamp(@pscale, 0, 0.025)*1.5; int pr; vector uv; float d = xyzdist(1,@P,pr,uv); @P = primuv(1,'P',pr,uv); This works fine and spawns particles that grow to all be a uniform size. My question is. What do I add or how do I change that code to add some randomness to the size that the grains scale up to. I have tried to wrap my head around the "rand" function inside the clamp function but ended up making everything explode into giant grains. I KNOW there is a simple solution to this but not having the brain for code just yet out of pure ignorance I don't know what to do. Could anyone help possibly? ALSO as a bonus for anyone who is super genius. Is there a way to define a determined number of sizes the pscale of grains can be? For example have 5 different sizes that a grain can be based on a seed or even better a probability so I can control how many of each sized grain could show up at spawn? ALSO ALSO if you could help me with this, Can I use VEX to assign Cd values to each size clone to have the ability to have different materials on different grains based upon their size. It seems like I'm asking a lot but I'm sure someone here is thinking "Pftt this is just 3 lines of code." And could help me work it out.
  12. Hi guys, I'm Aureole. I've been trying to wrap my head around Matrix and transformation stuffs lately, but there's still something intriguing to me that I can't figure out, especially pivot and vector cracktransform(int trs, int xyz, int c, vector pivot, matrix xform) function! For example: 1. Where is the "pivot" information stored in a 4*4 matrix ? 2. Apparently typing different "pivot" in the cracktransform function yields different results. Then is there a "correct" pivot to use in the cracktransfrom() function to get a meaningful result? 3. I know that the @pivot intrinsic attribute will be created when a packed prim is created, and this attribute might be the "correct" pivot information to use in the cracktransform function. However, for regular non-packed geometry, is {0,0,0} always the "correct" pivot information to use even if the geometry is not centered at origin?   I don't know if I've expressed myself clearly, pls let me know if you don't get me Many thanks!
  13. Hi all! I have a problem with attribstringedit to replace characters in a string. It works well with / but not with \ . Is there a workaround for this limitation ? Like doing it in Vex or using ascii code instead of the \ character ? If anyone could help me out that would be amazing ! I`ve included a sample scene. escapeCharacterReplace.hiplc
  14. Hello guys, I have this pop wrangle inside a vellum solver and I am trying to read from a primitive group and it doesn't work. Do I have to convert those groups into point group first or is my code just wrong? Cheers
  15. Under dop network I want to implement many node functions with wrangle Can this bypass the learning of nodes? I know it will involve a lot of vex code and attributes but it makes me excited
  16. why houdini's dihedral() needs vector as argument,even it means angle from two planes?
  17. I would like to find the narrowest areas of a piece of geometry and cut across them. It was suggested to do simplified raymarching using the SDF of the surface and find when the rays meet a ray of the opposite direction, but I'm not entirely sure how to set that up. Any help would be great thanks.
  18. Hello guys, I created an array in a point wrangle, then I tried to call its value in the next wrangle, but it fails! How can I fix it? Thanks for helping.
  19. attached is a wonderful file from cigiwiki: https://www.tokeru.com/cgwiki/index.php?title=HoudiniCops Where it converts a latlong into a cubemap, kind of unwraps an 360degree image. The problem is I'm stuck with the cubemap and want to go back to latlong. Any idea how to invert the code? Latlong_to_cubemap_v04.hipnc
  20. Houdini.School | Liquid SOPs

    Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://bit.ly/houdiniliquidsops Teaser: https://vimeo.com/678063221
  21. Hi guys, I would like to create a parametric texture as the old ceramic pottery and was wondering what could be the better way.. I know Veronoi fracture but the pattern is not as the same as this one. Thank you for help https://stock.adobe.com/fr/images/cracked-texture-of-old-ceramic-pottery/86450673?
  22. VOP force performance

    I am doing a custom force (magnetic like force) in dopnet for a bunch of instanced rigid body objects. The code in my VOP force node loop through other instances and apply forces if any is nearby. I found out my simulation is really inefficient and only utilizes a single CPU core. Is there any way to manually assign each iteration to run in parallel? Or Am I using the right node for the job? I am currently learning Houdini and I am not really fluent in vex.
  23. Could someone take a quick look at the example file? I cant get the nearpoint function to work. thanks nearpoint in dopnet.hiplc
  24. float value = chramp("ramp",fit11(sin(@Time),0,1))*chf("amp"); this is what i would do in vex but i need to use it as a value for a node parameter. Is this possible in hscript? i tried creating a string multiline vex parameter in the parameter interface and write this { float value = chramp("ramp",fit11(sin(@Time),0,1))*chf("amp"); return value; } then reference the result inside the parameter like chf("vex") or chs("vex") ? none of those would work ofcourse but i dont know what else to try Any tips?
  25. Hello, I'm trying to select every horizontal row as shown here (done manually), I've had trouble using group by range as I can only select vertical rows. I'd like it to update procedurally as well as I increase or decrease the divisions.