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Found 8 results

  1. Hi, im build a Maze generator with vex. But i went into an issue by setting up the right iterations. I developed the code in a solver sop because it was easy for me to understand whats happening. But now i want the code iterating till the maze is finished. So I want the iterations to be driven by a condition, for example (and not by frames). Does anybody know how to make a recursive version of the code, so i will be able to setup a condition? function int[] nunvisited(int inpoint){ int pushed[] = array(); foreach(int n; neighbours(0,inpoint)){ if(inpointgroup(0,"visited",n)!=1){ push(pushed,n); } } return pushed; } function void movefor(int cpoint){ int neighbours[] = nunvisited(cpoint); int randbour = int(rand(cpoint+25)*len(neighbours)); int npoint = neighbours[randbour]; //add point to visitedlist array int visitedlist[] = detail(0,"visitedlist"); push(visitedlist, npoint); setdetailattrib(0,"visitedlist",visitedlist,"set"); //enable visited group setpointgroup(0,"visited",npoint,1,"set"); //disable current group setpointgroup(0,"current",cpoint,0,"set"); //enable current group setpointgroup(0,"current",npoint,1,"set"); //color setpointattrib(0,"Cd",npoint, {0,0,1}, "set"); //add line int l = addprim(0,"polyline",cpoint,npoint); setprimgroup(0,"line",l,1,"set"); } function void moveback(int cpoint){ int list[] = detail(0,"visitedlist"); int lastindex = len(list)-2; int ppoint = list[lastindex]; //delete point from visitedlist array int visitedlist[] = detail(0,"visitedlist"); removeindex(visitedlist,len(list)-1); setdetailattrib(0,"visitedlist",visitedlist,"set"); //disable group setpointgroup(0,"current",cpoint,0,"set"); //enable group setpointgroup(0,"current",ppoint,1,"set"); setpointattrib(0,"Cd",ppoint, {1,0,0}, "set"); } if(len(nunvisited(@ptnum))<1){ moveback(@ptnum); }else{ movefor(@ptnum); }
  2. Hi everyone. I cannot find any information on how to get an attributes created during the previous iteration within For Loop with Feedback? One of the dilemma why when Single Pass is on and Pass is 1+n, I cannot see attributes created on points from previous iteration? I use Fetch Feedback as a data for previous operations. And Fetch Point as a single point extraction around which I want to perform operations on the current pass. I tried to extract the number of the current iteration with Metadata node and find ptnum based on it, but without success. So I use Fetch Point for that. I wanna to pass attributes from current itteration to the next one. And read preaviously created attributes in current pass. So the the attributes would interact throut itterations. I add test file. 4loop_ftb_test.hipnc Any tips or tricks? 4loop_ftb_test.hipnc
  3. Hi guys, I'm creating an interactive cutting tool and I have trouble getting node parameters in the HDA parameters. I have imported toolutils and as long as I import only the build-in functionality of the node (draw curve node) it is working fine, but when I want to add parameters created by that node to the HDA parameters it is not working. Anyone can explain it to me how to properly import node proprieties to HDA or just give me a hint of where to look for that info?
  4. Hey guys! Ive recently been trying to code a basic path finder, for pipes on a building. I have tried writing it in a vex for loop, without much success. Did i just code it wrong, or is this even possible without using the solver node? I have a lot of buildings and i want to generate the pipes without running the timeline, any ideas? Thank for the help!
  5. (Problem solved, check second post for solution) Hi there! I want to push packed geometry with Pyro and also packeds should collide with smoke (feedback scale in pyrosolver). All built from shelf. It moves, but i get strange collision volume. Any ideas how to fix it? It seems some solver create collision volume for packeds only 10*10*10 resolution and I can't find a way to increase it... issue.hip
  6. Hi all, this is a bit tricky and im wondering if its even possible. Im drawing a curve onto a piece of geometry with the draw sop and then giving it thickness with a wireframe sop. Now i want to draw another curve on top of that old curve geometry. I want to be able to pile worms over the top of each other without having to make a new draw sop each time. Now i can plug the output of the draw sop back into its input and it sort of works, the problem is that it feeds back every step so that the curve collides with itself and it just pushes itself towards the camera. I think what I want is the geometry to only feedback every time a new stroke is laid down. So it would be draw stroke -> give it thickness -> merge it with other strokes -> feed back into draw sop collision -> draw new stroke. Is there any way to do this?
  7. Arrrg. Something presumably so simple, but I can't for the life of me figure how (or where) to do this. I'm presuming that once I've successfully uploaded said file, I then use the 'My Media' button above my post to attach the file. Ironically as I write this post, there IS an 'Attach Files/Choose Files' option below the text inputting box, but not when I post normally to the general forums. So... an easy one hopefully. Thanks in advance! Matt
  8. SmokeyTheDragon

    Hey guys, I've been studying FX for the past 6 months at school and for my demo reel I chose a shot and decided to make a dragon made out of smoke... I got inspiration mostly from the Harry Potter movies and other mystical things and my fascination for Smoke Bomb Photography. The effects/animation/composting are done by me, the model is provided by Alex Obregon ( ... This is a link to his reel) . I couldn't of done it without him! The element is separated by key components of the dragon... For example both legs are separated, the torso, the skull, jaw... and so on. For the composting I've painted certain details and rendered them out as volume primitives to get some of the key details back from the dragon into the smoke simulation. Also, in the simulation you can see an obvious jump from one of the backlegs... I hadn't noticed this until this morning after rendering out the simulation and am now working on it now. This is also only half of the simulation... the rest will be uploaded shortly. (Friday, just in times for weeklies!) Thanks guy, I appreciate your feedback immensely! I'm planning on wrapping up this simulation and having my breakdown by the end of this month. The password is "odforce" ... no quotations (because I love you guys!) The first video is it over black in a turntable (shakey, I'm working on fixing it) the second video is it over the plate... the composting is still a work in progress and as of now this is just a quick slap comp.
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