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Found 75 results

  1. Hello, I want each of transformpieces 1&2 to follow the Animation correctly. Now, they are following the Animation incorrectly. Despite matching in the "class" attribute, The point attribute is convert to strangely by transformpieces. Anything way to match animation these? Thank you. transform pieces.hipnc
  2. replace point by object

    The guys need help how to make the points of the lines blend behind the object and further, so that they go out completely, but the points near the ground remain in place test_1.hip
  3. I need to transfer a Cd attribute from points to primitives and back from primitives to points. How do I do that?
  4. Point Age/Frame Born in SOPs

    Ive followed Entagma's tutorial to make a the custom snowflake growth solver, everything is working great. Ive added an ID point attrib to keep a constant point id. What I am now trying to do is to create an emitter from the latest points 'created' in the past 3 or so frames. I fully understand that I can import into a popnet and use all the age/life/birth/jitter options to get the effect im thinking of.... the problem here is that all points from the start of the snowflake growth sim, exists on every frame, which reads into the POPsource, not giving me the effect of NEW points making a trailing emitter. so ive been trying to do something as simple as using a SOPsolver IN SOPs(not dops/pops), to fade @Cd.r=1 every frame to black, then just using a blast or removepoint in wrangle to delete a threshold of points below a certain chf('threshold').....but i cant get it to act on the newly created points of the snowflake solver.... my second attempt has been: int prev = pointattrib(1, 'id', @ptnum, 1); if(@Frame > 1){ if (@id == prev){ @Cd.r=1; } else{ @Cd.r=0; } } [ NOTE: Im using colour to just automatically visualize this before swapping to removepoint or using a blast node w/ threshold ] So, wiring the stream from the snowflake sim, into a timeshift( $F-1 ), then into opinput1 of my pointwrangle, so i can read the id point attribute from the previous frame, compare it to opinput0, in which....logically in my head, should colour the current frame points to be RED, and the PREV frame points matching CURRENT frame points to be BLACK.... even if this worked, id be slightly lost on how to blend it with the past few/N # of frames.... to dumb my question down to the most basic, im needing to add an manual AGE attrib based on the per point creation frame or even just a time/seconds float.... keep in mind, this is not set up in dops/POPnet as of right now. im probably missing something fairly simple, unfortunately a search of odforce, cgwiki and sidefx forums havent provided me with a solution. THANK YOU!
  5. I have particles in my scene. I want to fade out my particles pscale based on controller geo and a falloff. But I want to add a bit randomness to it. In cinema 4d I would just grab a linear field and a random field. In Houdini, my plan was to use a grid with maskfromgeometry and attribtransfer that on the particles. However, this will just scale down all the particles that are in one axis the same way. I have no idea how to add randomness on the particles scale, (I want that some particles scale down faster, and some particles need longer to be scaled down)
  6. Hello I'm almost newby haha I have big problem that is this : I want know Object point value(px,py) on render view after rendering and that parameter for python script (Sorry I 'm not good English...ㅠ_ㅠ) MY goal is find the obj Maximum , Minimum point values(px.py) and than I draw box window with those points. how can i do?
  7. Hello fellow magicians, I have a Point Wrangle with 2 inputs: each input has 1k pts which are sorted to match. I am trying to create a primitive (line) pointing from a point from the set 0 to the corresponding point from the set 1. I have adapted some VEX (as in the image) I found on the forum but it doesn't behave as expected. Instead of connecting corresponding points, it connects all the points from one set to a single point in another. Finally, what would be the best method for creating a normal in the direction of the created primitive?
  8. Hello! I want to reduce the particle points and tried to do using "point wrangle", but there are no results. How do you know to reduce the particle particles using "point wrangle"? I threw off a short video GIF examples here and another project: particle_point.hipnc
  9. Transfer point color to vdb

    Hello, i am new with houdini and am trying to make a melt effect, i made it to transfer the uvs from the object to the melted object but now i want to transfer the vertex color from a ply file to the vdb but attribute transfer seams not working, Do you have any idea? I attach the file Thanks in advance Phaidonas melting.hip
  10. Hello good people, Let's say I have a particle simulation, I would like to store the position of every point at the starting frame and then later on, say frame 25, I'd like to reevaluate each point position. If the new number is different than that on frame one, ie the particle moved, something happens to the particle, it stops, turns green, whatever. Basically some kind of if statement, if newVal != oldVal: turn green Any help is welcome!
  11. Hi there, this is probably way simple and a dumb question but.... I'm trying to make a tool that will use a string from a spare parameter and use it to reference geometry on a drive. The point() function works if I type in the value - check . I can make a new attribute and reference the spare parameter- check. But when I use the string attribute or directly reference using ch('myparameter') from within the point() function I draw a blank. I suspect its changing the string to float or something in the point() function. Any help much appreciated Thanks John //mycode s@mystring = chs(“geo”); v@Cd = point("mystring",“Cd”,@ptnum); v@P = point(“mystring”,“P”,@ptnum);
  12. Hello good people of the interwebs! I have a VEX (beginner) question. I want to group points of a poligonal mesh based on their acuteness (i.e. how "pointy" they are). Very similar to what the group node allows to do with edges, where one can simply define the minimal edge angle of the two adjacent primitives to decide if an edge is included in the group. I need a similar thing, but with points and a point group and taking into consideration the angles between the three (or more) adjacent edges. (I imagine a loop and the neighbor and neighbor count functions and some angle comparison wizardry but I can't figure out how to tie all that together in any meaningful way Houdini can understand.) Your help is very much appreciated. Beautiful holidays to you and sweet learning by your handsome examples to me! Felix
  13. how to add point attributes in string ?

    Hey all, I was trying to create instance path in vex and trying to use few bgeo sequences, I have different wedges for my main geometry and I want to use instance path in such way that. It will change directory path based on point attribute. it looks something like this, "$HIP/houdini/geo/test/wedge_`chs("parm")`/test.wedge_`chs("parm")`_`chs("../Version/vers")`.`chs("frame")`.bgeo.sc" but when I try to use point attribute in string, it doesnt work, or maybe I dont know the right way to write the syntax. I have to create parameters and call it. but it doesnt work accurate. can you guys please help me with it ?
  14. Hi everyone, I have a little confuse about pc open. Normally we create a pc open need a current element "P" to be the query position. and then search the target file by radius. but what if i create pc open in cvex shader builder to work with vex volume procedural in Shop. where is the current P comes from? we still need a "P" to be the query position to do searching. (plz let me know if I'm wrong thx) if I connect pc open query pos to geo vop global parameter "P" then do the rest of part. although it still work but no idea how. and I don't know how to export the parameters to check on the spread sheet.
  15. 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
  16. Hello, Can you please help me a little bit? Lets say I have 8 points. four them are simulated. You can see them in the green circle. And I have another 4 close to them which are static points? You can see them in the red circles. How can I copy the movement of the animated point to the static points? I tried with attribute transfer in a solver node but I'm sure I made something wrong because it didn't work. Thank you Gabor
  17. Hey guys I'm just trying to calculate distance between opinput 1 position to opinput 2 position via wrangler but doesnt seem to work any ideas? v@CalcDist = distance (@P, point (1, "@P",0) ) ; Distance_Calc.hip
  18. Hey guys, how can i go to add points in those yellow parts? i tried by having only the lines (wanted to take the corners) but they got a lot of points and resampling kill the shape, any ideas? tagging the master @f1480187 Cheers!
  19. Hey! I'm trying to setup a top network which is pretty simple. I have a dop network where I simulate points, and I have a top network to wedge the seed of the pop source. Now I would like to cache out those wedges, and ideally gather them all together to render. I found examples on how to render the points straight away, but nothing that tells me how to cache them. I tried the rop geometry output in top with no luck. anyone that can help me with that? thanks!
  20. Hello, I'm trying to transfer point color from static object to an animated one. the color does transfer however the red marks seem as if they're moving not with the animated poles. the two objects are identical. houdini 16.0 . 2019-04-01 09-20-18.mp4
  21. Hello guys ! I noticed that in vex, if you modify an attribute and then read it back using the point() function (or prim(), or anything not using the @ nomenclature), it will return the input value, not the modified one. See this code, running over Detail vector thePos = point(0, "P", 0); // Input point's pos is {0,0,0} thePos += {1,2,3}; setpointattrib(0, "P", 0, thePos); thePos = point(0, "P", 0); printf("%d ", thePos); // Prints {0,0,0} instead of {1,2,3} I mean, even this code doesn't work ! No input, running over Detail addpoint(0, {1,2,3}); vector thePos = point(0, "P", 0); printf("%d ", thePos); // Prints {0,0,0} instead of {1,2,3} But interestingly enough, when running over Points (or prim or whatever), this happens //Input is one point, at {0,0,0} @P += {1,2,3}; vector thePos = point(0, "P", 0); printf("Real pos : %d\n", @P); // Prints {1,2,3} printf("Problem pos : %d\n\n", thePos); //Still prints {0,0,0} Not sure what that means, but it can't be applied in my case, as I need to run over Detail. Just wanted to point it out. I need to be able to modify some point attributes (pos and others) and then read them back when running over Detail. How can I do that ? Is it possible ? Thanks in advance ! point_old_value.hip
  22. Hey magicians, excuse my VEXnorance but: How can I push the green colors while keeping red ones in original position? also tried to add a distance slider but it moves all the points. Lastly im thinking about how to add more density points on the green part, depending on z distance Thanks!
  23. scatter points on animated mesh

    hey! I'm about to create a fairly simple effect where a deforming mesh (a man running for instance) is made of spheres, not only on the surface but inside as well. Of course I can scatter points inside, but my question is how can I keep the distribution of spheres constant through the animation so that each sphere moves with the body (and on top a little noise to make each sphere alive...) a good example is this video at 1:32 any tip? cheers!
  24. hou.Geometry.point() not working..?

    Simple problem: I have a foreach loop running over points on a curve each with an attribute that is randomized for which variety of geometry it needs to use. The varieties are coming from 1 input, but where each variety has a different primitive attribute for which variety it is (I get the geometry in from Unity). I got the geometry getting piped in to a copy to points node, in the foreach, but before that I need to delete, per loop, what is not used. Or I need to pick it, I don't know. I just need the loop to select a variety based on the randomly generated attribute. So the way I did it was with a delete node, with an expression with the following python code: curVal = hou.pwd().curPrim().attribValue("namechoice") compareVal = hou.node("../foreach_plank_start").geometry().point(0).attribValue("nameselect") if curVal != compareVal: return 0 else: return 1 Comparing the primitive attribute (int) with the point attribute (int). But.. I get this error: Error: Unable to evaluate expression ( Traceback (most recent call last): File "<stdin>", line 3, in expression AttributeError: 'Geometry' object has no attribute 'point' (/obj/worknode/fence_maker/delete2/filter)). Explanations to why hou.Geometry.point() is not "valid", suggestions for other ways to code it or suggestions for other way to do the network are most welcome!
  25. Hi everyone! I need to do a local rotation using an Attribute VOP for individual points of a grid and just can't get my head around this... If I e.g. rotate along the Z-axis and THEN rotate along the Y-axis it again rotates over the world's Y - not the shifted local Y-axis with a new orientation after i rotated over Z. What I basically need is taking the newly oriented "local" axis into account - the Y-axis should always point upwards from the upside of a cube. No matter how the cube is oriented. I hope you guys know what I mean... i attached an image to clarify. Also I attached a very simple example with 3 Attribute VOPs for rotation over each axis. No matter how the cube is oriented, it always rotates over world-axis. Maybe somebody can point me in the right direction? testrotation.hiplc
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