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Found 131 results

  1. Verify that pcclose() is called

    why it gives me this error? and how to solve that?
  2. Hello, inside a polyextrude SOP node i have ticked the "transform extruded front" option and i want to scale depending on the @primnum, but the attribute is not recognized. i am using this expression fit(rand(@primnum * 123), 0.0, 1.0, 0.2, 1.2) there is no zscale attribute equivalent, how can i go about this without creating a foreach loop?
  3. Hi, A hobby project as a vex and python challenge for myself mostly. So, the idea is to "mix" (scramble) attributes like layers in photoshop. If you feel like sinking your teeth into it there's the hda in attachment... and of course, critique and comments are very welcome! V1 and V2 didn't support vectors and things were simpler. This is V3 that I decided to take to the next level. There are 2 functions in the python module for checking the type of attribute being used (float or vector). They toggle invisible parameters in the multiparm, which control the visibility of ramp parameters. (haki.h is embedded into the hda, just so you can see its contents. the attrib wrangle WILL FAIL without it (that is unless you put a copy in $HOME/houdiniXX.X/vex/include), but the attrib VOP won't because it's in its outer code. there's no other difference between the two.) [EDIT 20 Nov 2020] : This is totally broken right now. It outputs the wrong values. Cheers! Hristo
  4. I am trying to create some groups from a "guide groom" node so I can apply different kinds of hair generate later and give more variation to it. How can I get the guides randomly and create the groups from it?
  5. I have particles in my scene. I want to fade out my particles pscale based on controller geo and a falloff. But I want to add a bit randomness to it. In cinema 4d I would just grab a linear field and a random field. In Houdini, my plan was to use a grid with maskfromgeometry and attribtransfer that on the particles. However, this will just scale down all the particles that are in one axis the same way. I have no idea how to add randomness on the particles scale, (I want that some particles scale down faster, and some particles need longer to be scaled down)
  6. as you can see the code below: i[]@values = findattribval(0,"point","random_number",3); for(int i = 0 ; i < len(@values) ; i++) { if(@ptnum == @values[i]) { @pscale = ch('specific_pscale'); } else { if(@ptnum != @values[i]) @pscale = ch('rest'); } } the second if inside the else doesn't work properly. Specific_pscale.hip
  7. I'm trying to make the geometries attached to a sphere (using the "copy to points") to change it's Base Color considering the texture color of the sphere's surface. I've already tried "attribute from map" using the same sphere's texture but the colors are not in the same position.
  8. I have two sets of color data for a single geometry. One is the color that I want the geometry to look like when rendered. The other is black and white and I want to use that to drive opacity on the 'Constant' material that I have applied. I have tried caching the geo with b/w and then using that on 'Get Attribute' node in the shader network. I tried a few settings, but it just turns opacity to 0/black and my geometry isn't visible after rendering. The geometry that I am working on is a polywire output. They are a lot of long and thin cylinders. Each cylinder has a gradient from one end to the other. This gradient is the black and white color that I want to use for opacity. The required output is to have these strand like objects have an opacity gradient. Where one end is invisible and the other is visible. I have the color data that has mapped it as I want. Just need a way to use that data on opacity parameter on the 'Constant' material. So what can I do to achieve the aforementioned output?
  9. Noob question XD Like when I manually create some attribute for the shader, @emit @brightness @width or other attribute, how can I transfer these attribute to Redshift ?
  10. Hi there, So I'm trying to fit the point velocity attribute range from 0-1. In my test scene, I have a simple RBD sphere shooting upwards and slowly slows down once landed. I'm using the length of velocity, promote it to detail attribute with min and max v and imported the detail attributes in a second wrangler where I fit it in an attribute called @speed, the issue is instead of @speed going from 0-1, it always starts at 0.5? Or is my setup wrong? Thanks. *hip file attached* min_max_v.hip
  11. Hello ODF, Thanks for all the help, this is a great site for looking up things but i have to dip my toe in and ask a simple question: I'm having trouble with an expression inside a switch node, i want to change the switch from one input to another based on detail I've created from a filename I'm a complete novice when it comes to expressions, would someone steer me right here? Thanks in advance!
  12. Random vellum pressure

    Hey ! I am trying to learn how to achive this kind of effect ! Do you have any idea / tips how to achieve something similar with vellum pressure controlled by an attribute that "inflate and then deflate" with this kind of random poping effect a grid shape like this one ? Credits : https://crea.st/Balloon-2019 Thanks in advance !
  13. https://i.imgur.com/FsowZvp.mp4 Take a look at the above example. I'm transferring the Vellum i@stopped attribute to some cloth that is covering an object. I'm using a flat grid that animates top down over the surface while transferring the attributes. My issue is the i@stopped attribute is turning off again as the pieces of cloth fall away, outside the range of the attribute transfer. Is there a way for me to transfer the attributes and have them stay on the Vellum cloth once they've been transferred, no matter where they float away to in the scene? File attached (apologies it's 9mb - The statue geo is frozen in the scene). Fabric_Tear_v01_temp.hipnc
  14. Hi, can someone please explain to me, why we would set the run over parameter in a wrangle node to detail or points? What is the difference between these two? I know that run over points means that the vex code is run over each point in parallel, but what exactly is run over details? Thank you
  15. Hi guys! I've been hitting this wall project after project. I am not good at scripting, but i was wondering if a script or a function could be done, or if it's a crazy idea. Well, usually when I recieve a model from a modeler, the guy has already assigned materials to the model, that houdini will read like shop_materialpath. Ok, now, if the model has 10 or 20 different shop_materialpath, it's really painful to check 1 by 1 the names and make 1 by 1 the shaders with the same name under the mat context. Do you think there is a workaround in scripting to make this process automatic? What is your workflow about this subject? Have a good day guys, if I get anything working I'll post it here, since I think it could be a really cool tool for everyone!
  16. Hi I'm currently following the vellum docs for using the collisionignore and collisiongroup string attributes. Everyrthing works fine when I specify the collisionignore group directly, however when I try to tell vellum to ignore all groups except for one that I specify, it doesn't work. I've made a basic scene to demonstrate the problem. Here is the code that I use: s@collisionignore = "top"; - This one works s@collisionignore = "* ^bot"; - this one doesn't work TLDR “* ^foo” rule stated in vellum docs doesn't work fo me, what am I doing wrong? Houdini dosc for what I'm talking about here(collisiongroup and collisionignore): Docs intersections.hiplc
  17. Hello! I want to reduce the particle points and tried to do using "point wrangle", but there are no results. How do you know to reduce the particle particles using "point wrangle"? I threw off a short video GIF examples here and another project: particle_point.hipnc
  18. Hello; In a simple Flip simulation, I assigned an attribute (called "myAttrib") to the particles. Now I would like to change my attribute on some group of points over time. The "Gravity" node changes the position of particles, so I can't use "SOP Solver"... How can I change the attribute's value of (some) points, during the simulation? Thanks for helping. Flip_01.hip
  19. Hey all, Ive been following a tutorial on how to transfer the UV's to simulated flip fluid and all was going well untill I added a remesh node to the transferred UV attribute which was supposed to smooth out the mesh to preserve the detail of the texture. Instead what has happened is that the UV's have gone from being seperate shells to having all their edges connected together. There is already a vertex split in the node graph which fixed the issue before I added the remesh node. Any help would be greatly appreciated, I've provided the scene file - thanks a bunch Melting_Example_v001.hiplc
  20. Hello everyone, I'm hoping this is a super easy one, and I'm just missing something simple. I'm reading in an attribute into a vellum sim, to use it as a falloff for some forces. The problem is it's only reading the attribute on the first frame. I'd like to be able to read in these attributes every frame, to adjust the falloff. I've attached the hip to illustrate the issue. Any help would be greatly appreciated! Cheers! AttributeUpdateDOPs.hiplc
  21. Alembic pscale export

    Is there a workflow to export particle animation to Alembic with a pscale included in the file?
  22. Hey guys, I am currently stuck with a tool I am writing. I have a json file that contains data from Clarisse and I wrote a shelf tool that re-creates Clarisse's scatter in Houdini. I went the path of creating an Add SOP with the python script with all the points from Clarisse and their position data, a few Attribute Create SOPs, CopyToPoints SOP and the asset file. Now I need to add my orient attribute to the points based on the XYZ rotation that is saved in the json. The problem I encounter is that I actually cannot add point attributes via the shelf tool python script, right? I tried to find a solution to this but as far as I understand, as long as I am not working from a Python SOP or the shell I can only call the geometry() object as read only or freeze() it but then I cannot write the attributes back onto the points(?) Is there something I misunderstand or another workflow I am missing? If one you has an idea or solution or other comment, I appreciate it Thank you! Dziga
  23. how to add point attributes in string ?

    Hey all, I was trying to create instance path in vex and trying to use few bgeo sequences, I have different wedges for my main geometry and I want to use instance path in such way that. It will change directory path based on point attribute. it looks something like this, "$HIP/houdini/geo/test/wedge_`chs("parm")`/test.wedge_`chs("parm")`_`chs("../Version/vers")`.`chs("frame")`.bgeo.sc" but when I try to use point attribute in string, it doesnt work, or maybe I dont know the right way to write the syntax. I have to create parameters and call it. but it doesnt work accurate. can you guys please help me with it ?
  24. Hello, i want to control the emission of new born primitive using pscale attribute in redshift like this im able to do it on mantra using bind node but how to do it on redshift..? torus_Odforce.hip ODforce.mp4
  25. 皆さん、はじめまして! 私は単純な問題に苦しんでいます。 私がやりたいのは、エリアに入るときにcopyAreaを恒久的に1に修正することです。 現在、ポイントWrangleで属性をコピーしようとしていますが、copyareaはareaと同期して0です。 サンプルシーンをアップロードしたので、ご覧ください。 あなたの意見を聞きたいです。 copyAttribute.hiplc
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