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Found 4 results

  1. Custom struct as attribute

    I have a custom struct in VEX (Houdini 16.5). It's nothing special, just a few simple values combined (no arrays). Is it possible to create an attribute out of a custom Struct in vex? Is it possible to do that for an array of custom structs? I guess it's something like: adddetailattrib(0,"name","myStruct"); adddetailattrib(0,"name","myStruct[]"); setdetailattrib(0,"name",myStructObject,"set"); These kinda seem to succeed in creating an attribute, but I don't seem to be able to add values to those. Also I would like to be able to use the @ syntax for quickly defining attributes for custom structs. (Something like: myStruct@myAttribute;) Is that possible? (Note that I can create variables, with code like: myStruct myVariable = myStruct(1,2,3); and myStruct myArrayVariable[]; But I specifically am interested in creating attributes on the geometry that would persist between wrangle nodes and especially be visible in the geometry spreadsheet.)
  2. VEX array of structs

    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. VEX Struct

    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. Modification of struct crashes mantra

    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
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