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Found 8 results

  1. hey guys, do you know if it is possible to use intrinsic information in a shader? something like intrinsic:indexorder in a render state just like with packed attributes. also, still in a render state, packed:primnum or packed:ptnum doesn't seem to be working. if i make an attribute in a wrangle on packed prims, let's say i@primid = i@primnum, and i call that in the shader with a render state it works as expected. any idea? thanks Martino
  2. Hello, I want each of transformpieces to follow the Animation correctly. Despite matching in the "class" attribute, The point attribute is convert to strangely position by transformpieces. Is there hidden parameters involved in transformcopies node? Anything way to match animation these? Or transform only attribute wrangle..? Thank you. transform pieces.hipnc
  3. Hello, I want to store intrinsic transform so that freeze transform when flag is activated. But now primitive is disappearing when flag is activated. Is there any improvement of my script, or other approach? Thank you. rememver intrinsic transform.hipnc
  4. I very much enjoy the convenience of the "Alembic Group" node and would like to bring that to an FBX (File node) pipeline. Alembic Group's hierarchy selection seems to be based on a writeable string primitive intrinsic called "abcobjectpath." When importing an FBX using a File node, it comes with path attributes that can be used with Alembic Group but ONLY if I can somehow copy them as a prim intrinsic called "abcobjectpath." Is there any way of creating an arbitrary prim intrinsic out of nothing?
  5. some function like below one: setprimintrinsic() carry the intrinsic with themselves, what are they, and how we can use them?
  6. hello, Hope everyone is doing well. i have different situation here whenever i save any file in houdini 18 and try to open that file i got this intrinsic error. i don't know what actually happened. guys can anyone help me how can i figure it out this problem.
  7. I created my vex function, ofcourse i can <include> it in wrangle. But can i compile and use it as intrinsic vex function? I tried to do this, but after all, function is still undefined. I compiled with this command: vcc.exe -c cvex --generate-intrinsic-lib myfunc.vfl After that i copied in houdini\vex\intrinsics directory What i did wrong? Or it's not possible?
  8. Hi, we are turning some animated geometry (alembic, non-deforming animation) into clouds, but because we want the noise of the clouds to be in local space (not be affected by the animation), I am trying to work out how to apply the animation after the creating the clouds referencing the intrinsic transform of the alembic. Using an AttributeVOP, I've managed to copy the intrinsic:packedfulltransform of the animated alembic, on to the intrinsic:transform of the static alembic model. I am still trying to get my head around the difference between matrix3 and matrix4 for these transform. Is there a general rule to which matrix type is used in each case? intrinsic:packedfulltransform is matrix4, intrinsic:transform in packed primitives is matrix3, but intrinsic:transform in VDB is matrix4. So what I put together and works for packed geometry or simple volumes, doesn't work with VDBs unless if I pack them before hand. Also my understanding is that intrinsic:packedfulltransform and intrinsic:packedlocaltransform are not writable and I can only change intrinsic:transform . Is that right? thank you
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