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Showing results for tags 'group'.
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How can I create a group of 1 edge every 3 edges?
Masoud posted a topic in General Houdini Questions
Hi guys, How can I create a group of edges by range same as the "Group By Range" SOP, (I mean procedurally) : for example 1 edge every 3 edges? Thanks for helping. -
I am applying materials to the USD file objects in Solaris using"name" attributes from groups. Then I can apply individual materials to "sphere" and "box": If I use the "Copy to Points" node it also works, but until I check the "Pack and Instantiate" option. Then I lost my groups, I could only see combined mesh in Solaris. I tried to promote groups after copy but it did not work: copy_instances_usd.hiplc What is the typical workflow for such scenarios? Is it possible to fix this setup, or do I need to export to USD each instanced object separately (box.usd + sphere.usd)?
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Create point group which are not connected
Apurba Haldar posted a topic in General Houdini Questions
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Hi guys, I have been running into this issue for a few times now and I really need help on this. The group Expression or sometimes even in VEX my group is not selecting all geometry intended, see image below. See how primitive 159 is not selected even it has N val of {1,0,0} I also attached a hip file as example.groupexpression.hip
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I am trying to groups the hard edges of a model like the one you see in the attached image but it seems weirdly difficult. I am sure there is an easy way to do this group_hard_edges.hip
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Hello! I am undergrad student and I'm fairly new to both Houdini and this forum, so any help is appreciated I have a problem with selecting a box from a set of boxes based on distance. I did some research and found out that this can be achieved with distance from geometry node. So I have scattered boxes and I can mask some of these based on distance with this node. But my problem is that I could not extract those entities from the group. Is there a way that I could pick the closest box, and then use that box as an input for the rest of the process?
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Hello guys. i creating an group to activate the pieces to start to fly. im using an sop solver in the pre-solve input to create those pieces active=1 However while move outside the region bound. it loss this attribute and simple stop. i tried to "hold" the attribute 1 using an max function, but i didnt work. please help me thanks in advance. ps: i uploading an simples setup of this hold_active_att.hip
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Hi, Is there any way to create a different group for each edge loop I have selected so I can later make a name tag out of each loop and run a for each loop operation per loop? In this case I am creating my loops via a SOP groupfindpath, but that is not that important here, any way to create one group per loop would be super helpful. Thanks!
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i have an initial selection of primitives that i append to over time. How can i track the birth and age of the newly added primitives in the group? i m stuck in the birth-age problem, but i have managed to isolate the newly added prims to the existing group. add_to_group_and_track_age.hip
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Hello, I am trying to extrude faces of a mesh depending on it's prim number, I tried to do it in the "Group" parameter, but it's not working. Any help is appreciated!
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Can somebody please help me with this surface tension problem. I have a scene and i want a different surface tension to apply to different group as show above. I want the group 1 to have higher surface tension and group 3 to have a lower surface tension but my setup is not working . SurfaceTension.hipnc
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Hello everybody ! I have a little problem with an fbx that I import on houdini. The object contains several textures, the concern is that to apply them I have to use groups. The fbx contains the shop_materialpath attribute, but I don't know how to use it to assign my different textures ... It seems to me that the easiest would be to use this attribute to create groups to finally assign the textures to these different groups? But I don't know how to "extract" this attribute to do something else ...
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I'm trying to visualize only attributes that are belongs to a certain group. Do so by using Visualizer group with visibility set to group. But it just doesn't work. Tried to use group expressions, group names that I created before Visualizer SOP, nothing works. Tried Houdini v17.5 and 18.0.499, not working. Attached simple example, where I'm trying to visualize P attribute using group visibility option. group_visualizer.hipnc Thanks!
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Hi! I would like to select only concave edges (green edges on picture). Let's say I have a cube, with a small extrusion on one face. I know I can select edges by angle, but it selects concave AND convex edges. Any idea how to do it procedurally? Thanks!
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I have a vellum sim in a dopnet set to continuous and activation set to $FF%20==1. Which creates a vellum cloth on every 20th frame. How can I set a group to each emitted cloth so i can separate them post sim? thanks in advance for any help.
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Hi everyone! I have a very basic POP setup. The side with positive P.x belongs to group "right". With a "POP proximity" node I check nearest particle. My goal is to fins if particles from "left" have a nearest neighbour from group "right" and if they have color them red. In my opinion it should be simple. The nearest attribute gives you a number of a nearest point and you use it within "inpointgroup" to check if nearest belongs to this group. If it belongs color red the point that has a current nearest as its attribute.... But it doesn't work. I tried to put the same code in in a "geowrangle" but it wasn't working also there. (in general what's the difference between "popwrangle" and "geowrangle"???). I trief to solve the problem avoiding "inpointgroup" by assigning the attribute ntest to particles from the right and checking in popwrangle within "point(0,"ntest",npt)" if a nearest has the ntest attribute equal 1... but again things aren't working... Apparently "point" doesn't work that way in POPs or I use ot wrong... don't know..
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Hi, I am sorry if this is a silly question, I want to group N number of points into 4 seperate groups, suppose 30% =group1, 20% = group2, 10% = group 3, 40% = group 4. In such a way that no particle is common in any of the groups so that I can use those groups to use popwind to effect them seperately and color them seperately. Please Help. Thanks.
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Hi, I am having trouble having my custom HDA group selection to behave the same way as existing nodes to work with group selections. For exemple, if I select certain edges of my object and create the node "Normal", it will automatically assign those edges to the node group, however, If I do the same with a HDA the result is not the same. I can add the "selectGroupParm" script to the group action button so I can create the group after the node creation, but I was wondering what extra steps I need to make in order to make it automatic when summoning the HDA. Thanks!!
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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
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I want to know if a group exists in my geo stream. Found a solution in this old topic but doesnt seem to work Any ideas? check_for_group.hip
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I have put some instanced geo as a bounding box in the group node. It works at someplace perfectly fine but at other places, it does not select all the points inside the bounding obj or selects points outside. I have attached the images and hip file. I want to know if it is a bug or it really just doesn't work with instanced geo or there is something else I am doing wrong? Thank you. cactus_01.hiplc
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Guys, please help, I can’t understand how to write the conditions for creating groups, so that after deleting a primitive, a group is created for primitives that have been deleted and those that have not been deleted