Jump to content

Search the Community

Showing results for tags 'attribute wrangle'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 8 results

  1. My question is: Can the following functionality be implemented with the node running in point mode? Not sure this is possible but there may be a work around to keep it running in parallel? I have dense geom (about a million or more points) at input 0 I have some points with 1 attribute "A" (a per point rotation value) at input 1 Using a for loop for each point at input 1, use its "A" value to rotate geom at input 0. When geom at input 0 is rotated, use point at input 1 to shoot it at the rotated geom. Add a point with the hitpoint coord, Create some attributes on the new point for distance, direction to hitpoint, etc. I have spent several days, including implementing this with a foreach loops but that is way too slow. Any suggestions appreciated.
  2. How to use references properly

    I would like to get some basic understanding on how to use attributes, channels, references in vex properly. I'd like to understand in detail why this works: v@planepos = {`chs("../grid1/tx")`, `chs("../grid1/ty")`, `chs("../grid1/tz")`}; While this throws an error on the fourth line: f@planeTx = ch("../grid1/tx"); f@planeTy = ch("../grid1/ty"); f@planeTz = ch("../grid1/tz"); v@planepos = {@planeTx, @planeTy, @planeTz}; And could I avoid the relative references at all? I am aware that the attribute wrangle has some optional inputs, how could I make use of them to achieve the same result as my first example? something like: v@planepos = attrib(1, 'Center')
  3. how to create this hexagonal animation..using attribute wrangle
  4. How to get the particle strike orientation to follow on from its initial shoot particle orientation. Have a look at the small attached files. tankStrike_v04.hipnc tankStrike4.mov
  5. Hi, I'm trying to delete primitives by 'Attribute_Wrangle' based on their attribute value, and the result is not the one I expect, what am I doing wrong? int a; for(a=0; a<@primnum; a++) { if(@c1<0.3) removeprim(1,a,1); } in my opinion, this should delete every primitive in the mesh whose value of attribute "c1" is less than 0.3. Instead, it deletes some random primitives (well not random but unrelated ones) p.s: I know that I can do it easily by 'Blast'-node)
  6. extruding faces per primitive

    I'm trying to control the extruded distance per primitive of the sphere. I have the values that I want which will drive the extruded distance of each primitive. It's labeled extrudeHeight in the geometry spreadsheet. To do this, I'm using a primitive wrangle where I will store the height values into zscale and then use the local control on the polyextrude node to override the distance using zscale. For some reason this isn't working as @extrudeHeight seems to return 0. I was wondering if someone knew a way to do this. It doesn't have to be through an attribute wrangle I really just want this thing to work. Many thanks in advance for any help!
  7. Hello I want to ask one quick question. How to store all primitive number in array using VEX. I am writing int nearpts[] = nearpoints(@OpInput1, point(1,"P",0), 20); to store points in array. Now i want to store prim num. I connected grid on 1st input and one centre point on 2nd input to use this one. If you have other way to store points tell me that also. Thank you
  8. How to use nearpoint in vex

    Hi guys, I need to ask one quick question. How to use nearpoint expression in vex . Thanks in advance