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Found 8 results

  1. I have been searching tutorials, videos, forums, etc. The answer to this should be easy, and be something in the vein of what I assume many people try, but I cannot find an answer. I want a grid of tiles to flip one by one, rotating 180 degrees. I used group range to select them one by one from a copy to group (copy tiles to grid points). It will only rotate the whole thing. This lead me to check out local rotations, and quaternion conversion, as per the videos. I assume I need to do the vex attribute to convert to each local rotation, then use time as the factor to rotate them in order? I tried for each loops, vex for local rotations, group range with Frame Number try to rotate them according to frame, etc. I am not posting a test file here because I have tried so many things, I cant't figure it out. I finally decided I need to come here first, as I am putting the recipe together in the wrong order somehow. I did find things that allowed me to rotate all tiles around local space in a copy cloud, but couldn't figure out the one at a time in order thing. Anyone have a solution?
  2. Hans Peter

    UV loop

    Hey, I need a bump map to repeat on each primitive of an object. Not I can use an uv flatten in a for each loop and apply a map onto each prim. That works with simpler scenes. But on my scene the loop has to make 600.000 passes + it tends to crash. Does anyone know a way to increase the speed of this process or a better, faster way? Cheers!
  3. Quick question, what's the command line tool to merge two tiled rendered frames together (using the rop tiled render option)? Cheers
  4. Hi - I'm struggling to find a tutorial that explains the workflow for exporting a large heightfield terrain as tiles. I'm unsure where I would use a tilesplit/splice node for example - before or after my erode node? If I have a large terrain with many voxels, the erode takes a lot of memory. Can I use a tile split node before the erode to make the computation less demanding per tile, and somehow iterate over the individual tiles, exporting each tile's maps along the way? If I try to compute the erode on a very large terrain all at once, my pc runs out of memory. I would really appreciate any tips, links or advice you might be able to offer on appropriate workflows for working with large terrains and exporting tiled maps. Thank you Bryan
  5. Studying VEX i create penrose tile setup, maybe it will be interesting for someone who is beggining scripting in vex. HIP https://www.dropbox.com/s/m6ysgiljl7m0k40/penrose_tile.hip?dl=0
  6. Hi I am trying to create a Heightfield Terrain with a single Hi-Res tile closest to the camera and as it is Houdini do this in a procedural way so that the tile can be changed dynamically, maybe linked to the camera. I am investigating doing this through a 'for each loop' but if there is an easier way I would love to know. The crop tool and the tile tools seem to be lacking an inverse toggle? I have probably missed something simple but if I work it out first I'll post the file for others anyway. It seems to me to be a useful workflow technique.
  7. Studying VEX i create penrose tile setup, maybe it will be interesting for someone who is beggining scripting in vex. HIP https://www.dropbox.com/s/m6ysgiljl7m0k40/penrose_tile.hip?dl=0 https://www.behance.net/erikbaymukcf7d
  8. Hey guys, I'm looking into a way to group primitives based on their UV tile. I know how to do this in the viewport by switching to the UV view and selecting the faces of the geometry in the tile I want and clicking group in the shelf. However, I'm looking for a way to do this in vops or using an expression. I want a procedural way to do this. I don't know if the tiles are numbered or how I would go about doing this.
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