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Found 5 results

  1. Hi All! I have a VEX problem,I have a point cloud and I use it for instancing various objects to it. I would like to search all points in a radius and replacing the identical instances to an another what is not there. Like this I could get a nicer variation because the same instance would not be placed next to each other. My theory was this : - using pcfind search all points in a radius and put the variations into an array - remove the source point value from the array - pick a random one from the array and replace the identical neighbours - run through this on all points my vex code : int pts = pcfind_radius(1, “P”, “pscale”, 0.0, 1 , 4, 5 ); string instance_array = s@unreal_instance; removevalue(instance_array, s@instance); foreach(int pt; pts) { string instance_string = point(0, “instance”, pt); removevalue(instance_array, instance_string); if(s@instance_string == instance_string) { s@instance_string = instance_array; } } For some reason something does not work and If someone could help me that would be amazing ! Thanks a lot ! Karoly Attachments: instanceInRadius.hiplc
  2. I've created a sphere primitive in vex, using: centre_pt = addpoint(0, pos); sphere_prim = addprim(0, 'sphere', centre_pt); I want to be able to vary its size in the viewport but can't work out how to do it. When a sphere prim is added using a SOP, the sphere's size can be changed using scale (the Uniform scale slider). I thought that this vex would therefore do the same thing: setprimattrib(0, 'scale', sphere_prim, chf('sphere_size'), 'set'); but changing chf('sphere_size') has no effect on the sphere's size. (I've also tried replacing 'scale' with 'radius', and also with 'radx', 'rady' and 'radz'.) I've found this link cgwiki which explains how to do it for a prim that has multiple points but a sphere prim only has its single central point. How can I change a sphere prim's size in vex?
  3. Hi ! First post here, I'm starting Houdini since a few weeks only... I'm wondering how to set different width (for repulsion) for each wire I've created. I've tried to create a random point attribute to drive the width into the wire object but it doesn't seems to work, I feel missing something. Help needed Thanks RANDOM_WIRES_0.1.hip
  4. Hi, Has anyone else noticed that the cloth collision radius has no effect on actual collision distance? No effect on cloth to cloth or cloth to other collider types. I would appreciate a confirmation and of course a workaround if anyone has managed to find one. Thanks
  5. Hi everyone! I'm currently working on a fairly "illuminated" scene, where I use loads of dim instanced point lights. Normal lights provide the option of setting an attenuation radius, which usually speeds up rendertime a lot, but the "light template" does not provide that option. As shaders I use the asadlight and rayshadow. Asadlight has something similar, which is an attenuation ramp that gets multiplied with the attenuation, so you can set it to black after a certain distance. I know this should visually have the same effect, but is it as efficient as the radius option in the normal point light? Is there any other way to "clip" light? The reason I'm asking about this is because I set the attenuation radius to black after a certain distance. I set up a render and it takes ages, despite the fact, that its only in range of about 4 lights. Once I deactivate the other lights, the render goes super fast. Any advice, experience, wisdom or other info is much appreciated! Thanks a lot Sustaxata
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