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Found 5 results

  1. So I'm working on creating a grid with specific attributes or perhaps groups. So say "1" generates a Cube "2" generates a Sphere and "3" generates a Torus, going up to 9. So my idea is that I can type out a grid like so: 1;1;1;3;3;3;2;2;2 2;2;2;3;3;3;1;1;1 3;2;1;3;2;1;3;2;1 1;2;3;1;2;3;1;2;3 3;2;1;2;3;2;1;2;3 This would then divide the 5x9 grid into groups based on the numbers. Is there an elegant way of achieving this in VEX/Python? This could also work as a point cloud but it would need to have constant spacing between the numbers and control over the size in units of the grid. As a follow up this would be great if I could use this as a weaving pattern with splines. So in this case "1" would mean: on top, "2" would mean under: and "3" would mean: extra high. Though this should work if we get the rest to work as is. Any help with this would be appreciated.
  2. Hello everyone ! I can't figure out how to copy the attribute pscale (from a wrangle) onto a sphere... I am sure I am missing something because it should be straightforward see attached figure Thanks and sorry for the low level question
  3. compare attributes in VEX

    Hi, I'm a newbie in Houdini and vex, with basic knoledge of programming. I want to create vertex between points from 2 different objects, using vex. The look will be the Plexus style with the difference that I don't want the points to connect from each other when they are from the same geometry. I followed a tutorial from Entagma to help me. The question is : How do I get and compare an attribute from 2 points ? I tried to use pointattrib() to compare an attribute "myobj" that I created before but I don't have enought kwnolege yet to use it well. //__ List of the closest points int pnt_near[] = nearpoints(0, @P,dist, maxpoints); foreach(int pnt; pnt_near){ //__ condition if pnt and @ptnum do not share the same value of the attribute myobj if(pointattrib(0, myobj, pnt, 0) != pointattrib(0, myobj, @ptnum, 0) { int myprim = addprim(0,"polyline"); addvertex(0, myprim, pnt); addvertex(0, myprim, @ptnum); } } I don't know if it's the best way, so I'll be happy to hear any solution from you. Thanks, Charles plexus_attribute.hip
  4. I'm a bit confused as to which VEX functions these two nodes have access to? Is this noted in the documentation anywhere? For example I can create geometry in an attribWrangle node using addPoint(), addPrim() and addVertex(), however these functions don't seem to work in the pointWrangle. And I can create groups using the addgroup() function in a pointWrangle node but this is not recognised in the attribWrangle node....
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