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Found 12 results

  1. ela1995

    bbox problem

    I was trying to move the box up above the ground base on the Y size, but seems like my expression is not correct. Can anyone help me fix it?
  2. hey guys! I require help understanding how to get a list of objects/instances/geo based on the intersection of bbox of custom geo being placed in a scene. How can we get the information? Thanks
  3. Hi, I'm running into a small problem trying to automate a Daily Tool. Basically I want to be able to get the BBox of my asset to transform them accordingly next to each other for presentation. Only Problem is when I query the Bbox_size or min,max,etc... using the Vex functions(usd_getbbox_size) houdini returns values that are huge (bboxSize = {-6.80565e+38,-6.80565e+38,-6.80565e+38}). Which makes it basically unusable. I don't know wether it's a bug Or I'm using it wrong. Thank you very much in advance! Antonino Here is my vex snippet: //=========== Parameters =============// string parentPath = usd_parentpath(0, @primpath); //----------- String Path Par string wildCardAsset = "/cube1"; //----------- Setting Bbox Par vector bbox_size = usd_getbbox_size(0,wildCardAsset,"Render"); printf("bboxSize = %g",bbox_size); usd_getbboxsize.hipnc
  4. Hello Houdini Gurus, I'm going through Ocean and Flip tutorials and in order to expand my knowledge and understanding of the topic I play around with settings. Simulated Boat, converted to static collision object shredding Ocean Flip waves. For some reason, my boat is cut in half by some bounding box. Could you please advice which BBox responsible for collision Object? please see attachment
  5. Hi Guys I'm making a wood fracture HDA & I need to be able to go through the input geo & roate it all so the longest length is pointing up. So I was thinking on a For Loop get the Max BBox then find the longest edge of that then rotate the obejct so that longest edge is always rotated to Houdini's World up or a Transform Y etc. I've only been using Houdni a few years so I don't know how to get these bits & put them in the corrrect way for it to work. So a Shed model made of planks comes in. Each plank needs to be orientated up. I've managed to get some pieces to rotate correctly but some arn't & I know this is down to the Bound node Orientated BBox Option not knowing which way around it is. So is there simple solution to do this? I do understand VEX a bit but this'll take me ages to figure out. Can I get the Max Length of the Geo then some how tell houdini to rotate the geo so that longest edge is paralel to up? I then need to put the Geo back to it's original position & rotation but thats the next bit I gues or I was hopeing to just use Rest before then call it back at the end. Can anyone help me achieve this? Thanks Steve
  6. It's quite a beginner question: how do I use bounding box information to let the sphere come exactly on top of the box, and the torus on top of both, in a way that when the size changes they all stay on top of each other. Thanks
  7. Hi, I would like to create a stack with some pieces of geometry and scale down each of them based on the previous bbox. The final look should be a pyramid based on the geometry you are using .. My problem is that I haven't been able to figure out the correct VEX syntax to use a point wrangle and read the bbox from the previous iteration. Any help out there? Thanks I attached a graph example testing.hipnc
  8. Hello! I am new to coding. I assume my problem is that I don't fully understand Hscript's syntax and also I seem to struggle with explanation provided by official documentation. 1) First, just to make it clear, does "returns" mean: This function "gives/provides/sends"? 2) By "centroid information" it implies world coordinates of the object's centroid? 3) And by "surface node" it implies individual parameter cell where I write in my values? (btw how should I properly call those "cells/windows", are those parameter channels? confused...) 4) centroid type D_Z, what does "D" stand for? a. I placed a box and move it -4 in Z direction; b. I created Transform node and wrote centroid function in Z translate parameter cell: centroid("../box1", D_Z) = -4; c. -4-4=-8...; d. Oh... Ok... So when I put (-) before this function it looks like that -(-4) = +4 Which translates box into the world center. It means that I kind off answered to the first 3 questions myself. Right? : D 5) What is the difference between centroid and $CEZ? Why would I use one over the other? What are those "Global variables" and how do they differ from "Expression functions"? 6) Is bbox type D_ZSIZE just the distance value between D_ZMIN and D_ZMAX? Thank you!
  9. Hi Guys, For a tool i'm working on i need the radius of my metaball to be affected by the size of a painted region from a terrain, can anybody suggest how this would be done? It needs to change as the user paints but i'm getting stuck on the exact terminology of the code i would need to type into the region field on the metaball, this is what i currently have typed into the radius field on the metaball but it isn't working: getpointbbox_size(/obj/leaf_pile/"bound1", 0) Any suggestions would be greatly appreciated!
  10. Hey guys, I'm trying to learn VEX a bit more and for an experiment I wanted to do I want to get the bounding box size of the first input in my wrangle node. But I just get an error and don't understand what I've done wrong - any and all help in appreciated! vector getpointbbox_size(0, @ptnum); Thanks, Jack
  11. Hi guys, first topic, it's a beautifull moment. So i have a really really simple thing to do but i can't figure a way. I have like 3 objects, i want to go threw a for loop to get the bbox of these 3 objects and the generate a bbox from a cube with every of these objects. So at the end i will have 3 boxes with the size of the windows. I want to make it automatic so if i plug a new window it will be generate. Easy right? But i can't find the way to do it with the for each loop, some help? thanks So just for you to know, i loop in every windows and i take the bbox in a wrangle with this v@bbox= getbbox_size(0);
  12. hey, i have a geometry that i am fracturing with voronoi. i need to separate these pieces into active and passive pieces. instead of selecting them by name, i would like to select all the pieces within a bounding box/sphere. i thought about using a group sop and selecting by bbox, but this selects points or primitives, and not my piece* groups from voronoi. any ideas? thank you so much!
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