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Showing results for tags 'coding'.
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http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
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import hou #CreateNode root = "/obj" node = hou.node(root).createNode("geo" , "test") #ParmGRP parm_group = node.parmTemplateGroup() parm = hou.IntParmTemplate("testParm", "TestParameter" , 1) #ParmAppend parm_group.append(parm) node.setParmTemplateGroup(parm_group) #Move To Tranform Folder() parm_group.remove("testParm") parm_group.appendToFolder(parm_group.findIndicesForFolder("Transform"),node.parm("testParm").parmTemplate()) node.setParmTemplateGroup(parm_group) #################### MOVE TO ROOT ####################### #################### ERROR ####################### parm_group = parm_group parm_group.remove("testParm") #parm_group.appendToFolder(parm_group.findIndicesForFolder("Misc"),node.parm("testParm").parmTemplate()) parm_group.appendToFolder(parm_group.findIndicesForFolder("root"),node.parm("testParm").parmTemplate()) node.setParmTemplateGroup(parm_group)
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When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
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Hello everyone! https://youtu.be/c4EsWQc7pAE In this tutorial we'll be going over the steps to generate a wavy pattern using simple VEX functions. This is more of a VEX oriented tutorial than my usual videos, but it should be easy to follow along since I will be giving a visual breakdown of each and every line and their effect on the geometry. Thanks to cgwiki's "JoyOfVex" guide that got me motivated to expand on this concept. I recommend you check out his series if you're interested in starting your journey in VEX. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
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Hi, I'm trying to make folder structure from python... there is a renaming problem I'm facing... How do we can make "vnc_001.......vnc_015", please check the image attached, I strongly required only 3 numbers at the end...
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Hi, sorry about the silly question, I'm a beginner. NORMALIZE in vops, what it is used for, I saw many times in tutorials people using, but, nobody explaining about it... what it differs from the clamp node?
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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
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Hey, I was told that, that I have to use VEX to use Houdini efficiently, so as I have no expierence at coding at all and I dont know where to start with it, I want to ask you guys if you have any good resources or learning paths. Thanks Nick
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Hello dear community, I am having trouble scripting a second button on my hda. Both functions for the two buttons have been defined in the OnCreate callback in the scripts tab. While the first one is working fine, clicking the second one throws an error, saying the function or attribute defined in the parameter settings is not available. The callback-parameter for the first button has the value: kwargs["node"].hdaModule().OnCreateCurveButtonPressed() The second one has the parameter: kwargs["node"].hdaModule().OnCreateSectorsButtonPressed() And this is the error message that the console throws: Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.607/houdini/python2.7libs\hou.py", line 23413, in __getattr__ def _SIDEEF_getattr__(*args): return _hou.HDAModule___getattr__(*args) AttributeError: 'module' object has no attribute 'OnCreateSectorsButtonPressed' Does anybody know whats causing this?
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Smoothing geometry on the GPU using OpenCL. In VEX it has to be done in 2 steps where the same thing can be achieved in OpenCL in one step using barriers [khronos.org]. For a 822K polygon model, it's over 500 times faster than VEX on GTX 970 for 1000 iterations, and over 600 times faster for 10K iterations. Timings are recorded separately as there seems to be some overhead when running them one after another. Special thanks to SESI.
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Link: CGWorkshop-- VEX in Houdini The course starts August 4th and runs for 8 weeks. I'm going to start out covering the basics of VEX, then we'll move on to some really fun projects. It's going be a good mix of visual effects related coding and really fun generative art. Check out the outline on the course website and if you have questions, ask away. I love teaching with Houdini as my blackboard, so I hope that comes across in the lessons. I want this course to kick ass; the world is full of boring programming classes and we don't need another! Happy Houdini'n -Shawn PS: XSI gals and guys, wanna learn VEX? I think I know a way... PS:PS: "Houdini'n" - is that a word yet. Can I say that?
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