Jump to content

Search the Community

Showing results for tags 'group'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 90 results

  1. Select only concave edges

    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!
  2. Vellum Group by creation frame

    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.
  3. POP proximity to group

    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..
  4. RBD Hold active attribute

    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
  5. 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!!
  6. 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
  7. 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
  8. POP stream/group in wrangle

    Hi everyone. I have a pop stream called "stream_main" and is written that its a pointgroup. Though when I refer to it in a wrangle, if doesn't work. I don't know why.
  9. Hi guys; How can I select points in a geometry randomly over time, and send them into a group (until the end point)..? Thanks for helping. Random Points to Group.hip
  10. 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
  11. Group create vex removeprim

    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
  12. Hello, I am stuck on this. I have been trying to sort points from left to right and follow the sequence. I used the sort node but it is not sorting as I want it. How can do it? Please find the image attached below
  13. Select collision particles

    Hi, I have a geo diving in flip Problem: I like the ripples at the beginning, but I want to slow down the ripples that get too high Question: how can i select only the particles that collided with the geo? I want to add the particles that collided with the geo to the group and limit their speed or maybe add a drag force to the selected group. Is this approach correct or is there any other way to keep the low ripples and slow down the fast ones? Thanks IMG_6198.MP4 Also online preview https://yadi.sk/i/yxXCQ8Yghz11Jg
  14. 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!
  15. I want to save the frame where the point joined to a group. I try this method: Its work perfectly, but my geometry have animation so i try to combine with this method: https://www.sidefx.com/forum/topic/21416/ But its just drop to zero my attribute after its get in the group.
  16. Point Group From Texture

    I am trying to do a vellum simulation and was wondering if its possible to select points and group them based off a texture map. What I would like to do is build a UV for the model I am using and then just use a black and white map maybe to select points based off the map. My issue is that I am Remeshing my object on import and have to keep adjusting the remesh to get the right amount of points for my simulation. However the shape never changes so if I could use a texture map to select the points I need every time I remesh it would save me from having to re-select them. Hopefully this makes sense.
  17. setPointGroup behavior

    Hey, I have 2 scatter node with 30 points on each of them. I wired the two in a pointwrangle. I used this code and I am wondering why the setpointgroup is running only once and not as the doc suggest : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry." This is probably something I missunderstood but I would be grateful if someone can explain me how it's really behave. Here is my code : @group_basePoints = 1; vector npos = point(1, "P", @ptnum); int newpt = addpoint(0, npos); setpointgroup(0, "basePoints", @ptnum+@numpt, 1);
  18. Hi guys, I can't get solution although it seems easy.. I would like to select point one on two but even with '(@ptnum+0)%2==0' (for odd id) or 'grouperange' sop I can't get the result i want.. (picture) Can someone show me the way? Thank you Nems.
  19. Hi all, I've looked for an answer on the forum but couldn't find exactly what I am looking for, I'm sure this is super basic question (I'm learning python right now). how can I reach point that are within different groups ? I want to do simple math operations for different groups of points, so the idea is that once I have access to points within a group I'll do something like MyAttrib = [p.attribValue("MyAttrib") for p in points] to do some statistics of MyAttrib Thanks Alex
  20. Hi. How could I convert primitive group name to a string attribute? I have few groups - group _01/02/03/.... and I just want to get numbers to use them as integers in vex, just to apply random color. int group_number = opdigits(@name); @Cd = set(rand(group_number), rand(group_number*1502), rand(group_number/1560)); Doing it with the name SOP, but what is the way of doing that in vex? Thank you Cheers Janis
  21. I apologize if the answer to this is somewhere obvious--through Googling I've found some of people asking this over the last 15 years, but no answers that work. I have a model that I need to crease before subdividing. Manually selecting the edges is impractical--too many round buttons with flat tops. How can I automatically select/group just the edges joining faces with right-ish angles? I've tried the "include by edges" and setting min and max edge angles, but that doesn't appear to do anything unless you chose "Edge Angle Uses Angle Between Edges," in which case it selects pretty much everything. Thanks!
  22. Switch if group

    Hey, I have a simple question, i would like to have an expression in my switch node to return true if it find a group of the giving name in the input one, or false if their is no group of this name and so, switch to the input 1. Thank you !
  23. How to delete dynamic points by group

    Hello, I made a rigid body simulation where I have different kind of pieces, like pavement, road etc. I grouped them in a group called "group1" How can I write this in vex in pointwrangle? Take the group1 and if the points in group1 are under -1 in @P.y then delete them. Thank you for your help
  24. Hello, hopefully someone can help. I have a creature exported from Maya as an Alembic where some of the normals were reversed. I’ve blasted out groups of those points and reversed the normals, then merged them back in. It works fine on frame 1, but as I scrub time the point numbering changes, so the points defined in the group are wrong. Can I make the numbering stick so groups work? What would a Houdini artist do? I’m primarily a Maya artist, and in Maya the CVs ID doesn’t change. Could it be to do with how I exported the alembic? I don't have a Maya licence at home so can't easily re-export to check the options.
  25. Hi, I have attached a screenshot, in the following, I want to create a group that will have all the primitves mentioned in the sourceprim attribute, it is an array type attribute and I am unable to combine them all to create a group, please help. Thanks
×