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Showing results for tags 'Variable'.
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How do i write function that can override it variables like the &prim and &uv in xyzdist. float xyzdist(<geometry>geometry, vector origin, int &prim, vector &uv) float myProcess(float &space; float sideBar ) { float space=1; space = 15 * sideBar; }
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is there any explanation on local variable in houdini doc?
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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 )
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- variable
- attribute wrangler
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Hello, I am strugling with project management. We are in homeoffice now, so we try to figure out how to manage our assets paths. For textures and bgeos we are fine, but issue comes with hdas. We try to define their path with global variables but the instant you close the window it gets converted back to standard path string. Currently we have a python hda install system as our server is linux based and breaks all the hda paths. The issue is easier to explain with an image. Does somebody know a solution for this? Thanks
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In a point wrangle I create a new group, say mynewgroup, and set membership of it based on some criterion. Later in the wrangle I want to test for membership of that new group. I can't use inpointgroup because that looks backward to the previous node, where the newly created group doesn't exist. So, instead I use if(@group_mynewgroup) { WHATEVER } to test for a point's membership of the new group mynewgroup. To use @group_ syntax I need to hard code the mynewgroup into it. What if the name of the new group depends on the outcome of some code inside the wrangle so that I need to create the new group name on the fly? I'd like to be able to use something like string newgroup = concat('group_', 'mynewgroup'); if(@newgroup) { WHATEVER } I know this particular code doesn't do it but is there something along these lines that I could use?
- 3 replies
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- @group_
- group membership
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Hey everyone, Houdini rookie here. I have a setup with a bunch of geo-nodes - all of them have copytopoints- & scatter- nodes, scatting spheres on a surface of an object. To create some kind of randomness, I'm using "$F" or "rand($F)..." at the Global Seed Parameter or Force total count of the scatter-node. For my final setup I would like to replace them with a global variable(?) instead of the "$F", so my created object wont change while the timeline is playing, only when I change the value of that variable. Is something like this possible? To break it down, I need some kind of global variable, which all of my geo-nodes have access too, so I can change the randomness inside of my nodes only when I change the paramenter of the "global-variable".
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Hi all ! I'm struggling with an addpoint function, I'd like to use a variable to declare a point but it seems that's not allowed… What is the proper way to do this ? My code in a pointwrangle : float height = fit(rand(@seed, @ptnum), 0, 1, 0.4, 0.55); addpoint(0, {0,height,0}); if I put a 1 instead of "height" it creates the point perfectly well :/ Thank you for your help !
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Hi there! Is it possible to dynamically declare variables in a for loop with the index in the variable name? Current problem: I want to store primitives with similar normal angles into an array. The maximum number of arrays would be 4 (cardinal directions) but in most cases the normals head in only one direction. Thanks in advance. Cheers
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Hey guys, first post here. I'm extremely noob at Houdini and I've got a very basic question. I've got a particle system going, and after the POPs system in the Source Particles SOP it creates, I'm trying to use the Y position of each particle to drive a Blend Sequence that is copied onto the particles with a Copy SOP. What I haven't been able to find is how to query the Y position of my particles. I can find their positions with the Geometry Spreadsheet, but the name of the attribute it gives me is "P[y]", and typing that into an expression doesn't seem to work. I had thought it might be "@P.y" but that errors out as well. I think one of the problems is that I'm not telling Houdini WHAT to find the Y position of. But again, not sure how to find that. I've googled and did a cursory search of the forums here but all the posts I've found are way more advanced than this simple thing I'm trying to find Can you fine gentlemen/ladies point me in the right direction to find how to query this sort of basic data? wk2_copy.hipnc
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Hi guys, I'm building a DA where the user is allowed to paint Cd values from 0 - 1 onto a mesh. Later I have a poly wire sop that should allow the user to either type in a radius by hand or use his painted values. $CR works just fine until I create an interface for the DA and drag that "radius" parameter to the interface. When I now type $CR or use point() expression (which errors out too) it won't work. As I'm quite new to building DAs I'm sure this is just a beginner's fault and easy to fix. Thanks I attached a small example scene. polyWire.hipnc
- 2 replies
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- Digital Asset
- Paramter
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Hello all, I'm creating an attribute in point VOP and exporting it using bind. I'm also using add attribute within the point VOP to give the attribute a local variable name. I'm also specifying the class as "Detail" Later, I'm adding a node (any node it doesn't matter) to this and in one of the channels I'm trying to reference my attribute by using $MYATTRIBUTE However the result returns as 0, when the value should be 1.0 (it is 1.0 for every point) What am I doing wrong? Thank you.
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Hey guys, I just managed to make a viscosity by attribute to work (thx to Rafael Santos e Eetu M.), but now i would like to make it animatable in order to make melting stuff. The problem is that the particles get the viscosisty properties on the 1st frame only. How can I keep updating it based on my attribute vop? My attribute vop setup is pretty simple. I'm just using Hue Shift to change the points color from white to black. Here's an image of my setup: https://www.dropbox.com/s/z67d620mcp9bgdk/varViscosity2.jpg?dl=0 And the file: https://www.dropbox.com/s/rnsoxgmj225ka33/FLIP%20-%20ViscTransfer3.rar?dl=0 Best and thx in advance. Alvaro