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Found 139 results

  1. 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
  2. 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 )
  3. where I can find the list of global attributes in houdini like pscale animated etc etc .
  4. 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
  5. 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
  6. how to use an attribute in a parameter?

    I have an attribute, I want to use that attribute value for a parameter, what should I do?
  7. 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
  8. 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...
  9. Verify that pcclose() is called

    why it gives me this error? and how to solve that?
  10. 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?
  11. 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
  12. 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?
  13. 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)
  14. 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
  15. 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.
  16. 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?
  17. 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 ?
  18. 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
  19. 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!
  20. 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 !
  21. 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
  22. 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
  23. 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!
  24. 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
  25. 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
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