Jump to content

Search the Community

Showing results for tags 'struct'.

  • 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 + Solaris!
    • 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

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 4 results

  1. Hi, I was wondering if could be possible to define a struct in the outer code of the snippet and export this data for each class' items of a geometry (per point, prims, etc...)? Below is an example of a Wrangle running over Points with the "outer code" from wrangle/attribvop/snippet exposed as a parameter VEXpression: myStruct example = {someRandomNumber, someRandomVector, ...}; // How to export "example" for each point? Outer Code: struct myStruct { float someFloat; vector someVector; // and some other variables } Is it even possible? Where Houdini could store those pieces of information? The spreadsheet could only represent default data types right? Am I missing something? Thank you!
  2. Hello, I'm a newbie with vex and I'm trying to create an array of structs. In my wrangle node I defined the struct in the outer code section as suggested here my struct looks like this: struct node { int pt; int nbrs[ ]; } In my code I later declare node nd; node array[ ]; I manage to initialise the nd variable normally. Then I tried the following int pt = nd.pt; //works fine int nbrs[] = nd.nbrs; //works fine array[0] = nd; //seems to work fine pt = array[0].pt; //nope nd = array[0]; //nope By doesn't work I mean that the node turns red saying the following Error The sub-network output operator failed to cook: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1 Warning: Errors or warnings encountered during VEX compile: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1). Errors or warnings encountered during VEX compile: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1). Error: Vex error: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1) Failed to resolve VEX code op:/obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1 Unable to load shader 'op:/obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1'. Warning Errors or warnings encountered during VEX compile: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1). Warning Errors or warnings encountered during VEX compile: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1). Warning Vex error: /obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1: Internal compiler error. (15,1) Failed to resolve VEX code op:/obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1 Unable to load shader 'op:/obj/new_version/tree/growing_alg/find_neighbour/outer_code/attribvop1' Any ideas? Thank you Marta
  3. Hi. Am i right, saying that current (H14) vex struct implementation doesn't allow default values initialization? C-style initialization won't work. struct S{ S(): myval(0) {} int myval; } I must be wanting to much If only we can get this, wonderful world of OOP will open its doors I found today, that default argument values are not supported for user-defined vex functions!? This is also very sad
  4. Hi! I'm trying to organize some of my vex shaders. And trying to use struct for that. But this kind of code crashes my mantra: struct RayInfo { float clr; } surface structVar(){ RayInfo ray = { 0.0 }; if( ptransform("space:world", P )[2] < 0.0 ) ray.clr = 1.0; Cf = ray.clr; }[/CODE] So, it seems to crash only if try my modify struct non-uniformly. Is it even legal to do like this, or structs are supposed to be constant? Just in case, the compiled .otl version is in the attachment. struct.otl
×
×
  • Create New...