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Found 9 results

  1. For Each attribute

    I'm running into an issue where I'm trying to assigning Prim attributes inside a "for-each count" with a wrangle. I'm aware they made changes to how for-each loops work since 16.5. but is there a way to promote the attributes some how? I saw that some one made some example in the past... but it doesn't work for what I need. using a name mask before the loop won't work with my set up. Is there a way to assign id's a in a wrangle inside the for-loop? Thanks,
  2. Hi, I try to offset a texture with a For Loop in a shader. In the example file you can see I iterate 5 times and offset the texture 0.1 units with each iteration. Is it possible to combine all of the iteration steps and show the result of that in the rendered image? Like in the attached picture where I painted in the desired result with red. kind regards Jon forLoop_VexBuilder.hip
  3. Recursive Division of Primitive

    Hey everyone- I am currently trying to divide a polygon with a grid centered over it with a random angle, and then voronoi fractured: for each of those voronoi fractures, i want to give them random attributes, then plug them all into the above procedure and do the same thing, and for each of those new fractures the same thing, etc. etc, until my computer runs of RAM.. Just kidding, but you get the idea. I'm relatively new to houdini but since I have done graphics programming and modelling in the past I have gotten comfortable with it quickly. For this I've tried everything, from making a digital asset and putting the same digital asset inside of it (recursion) to using a solver, but I couldn't get anywhere with either. I also tried using a for loop with feedback but that seems to only effect the original input grid. If this wasn't too complicated to program I'd use a while loop in vex, but the idea of writing out a polygon slicing program seems like overkill. There's definitely an easier way to do this?
  4. For loop expression

    Hello, i trying to do something simple but i am knid of new to houdini so i dont know the tricks yet. i have a float number in a for loop that i want to divide by two every iteration. What is the appropriate expression for that?
  5. Growth Thingy Help!

    Hello! This is my first post on odforce, I feel I'm finally taking a step in the right direction! I'm new to houdini only been using it for 4-5 ish months now. Anyways, just happy try and be a part of the community. Are there any other places besides the discord server that houdini people hang out at? Anyways, to the point -- The thing I'm having trouble with, is orienting geometry to the direction of the normal of what it's getting copied to. I've been orienting my geometry in Z and using @orient.z = @N; and @P.z = @N; to attempt it, but it's not giving me exactly what I want. In the file, i'm using a for loop to run over each primitive and grabbing the centers, then blasting away everything but point 0, the instancing on 0. I'm using 0 because the for loop automatically sorts the points. (This is a different approach to Simon Holmedal's growth that he showed during his demo, I won't take credit.) Do i need another for loop inside of the one I currently have to orient the new geometry to the normal? I apologize if this is too vague, it's my first time posting a question, I can be more specific about things if needed. I appreciate your time! - Thanks triangleGrowth.hiplc
  6. Hey all, I'm trying to set something up here that does some automatic UV placement for UDIM based texturing. What I'm having trouble with is setting it up so that every tenth iteration adds 1 to the value of the translate Y in a uvtransform node. I've got it working to loop through and translate it in X each time, but I need it to move up in Y by one, but all the way back to 0 in X after each tenth iteration. I hope that makes sense, here's a file so you can see what I've got working also. I'm just not good enough with the syntax and expressions yet to make it work quite right. AUTO_UDIM.hipnc
  7. Use value of i in for loop

    Hello! In Attribute Wrangle I did: vector x = {1,2,3}; int i = 1; vector y = set(x1); // this makes @y={1,2,3} Can I did it in other way to get the same result?: vector y = set(x); // here x should became x1
  8. Hello,I'm attempting to create the slitscan/timeshift effect. I'm creating a vector array in a for loop, each loop has an attrib from map and a wrangle that appends Cd to a vector array. It works when the attrib from map is always reading from the same file. When I change the attrib from map file read expression to anything that has to do with $F or the meta nodes iteration Houdini crashes. I have a test scene that has documentation and even nodes setup to create test frames to work with.If it is a matter of the way that multiple files cannot be read at once please let me know. If someone knows of a better way to read from multiple files at once and/or achieve this effect please let me know. I'm aware that after effects has this effect and uses gradients to determine which frame to look up color from. While that method is great, I'd like to be able to write the gradients/lookups in vex to achieve results. Any help greatly appreciated. -T concept_025_slitScan_v001.hiplc
  9. Hi, I'm trying to replicate the swiss cheese demo from the Houdini docs but using a Cooking SOP instead of VDB. The problem is the Second Block Begin is displaying an error as you can see in the screenshot. Any idea what I'm doing wrong? The For Loop setup is the same as the documentaion found here : http://www.sidefx.com/docs/houdini/model/looping#swisscheese Thx! Christian
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