Jump to content

Search the Community

Showing results for tags 'xyzdist'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • 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

Found 7 results

  1. I hope to get the nearest position on a surface or line that is somewhere along the inverse normal, searching in a range of angles (a cone if you will). If this can be done in vex that'd be ideal (I've messed around sop loops and group stuff but that as expected gets very slow). Too aid with the question there is an expertly drawn diagram.
  2. time based lerp/conditions in VEX

    Hi everyone. I'm hoping someone could take a look at this VEX and help me simplify it/point towards a more standardized way of handling time based conditions and blends in the DOP context, as I keep hacking together things to fill the similar requirements but it's always really over complex. 'm searching for nearby points on prims in the 2nd input of this wrangle and if found snapping my position to the nearest point on that prim, plus adding a bit of the velocity. I want to start a timer from the time that the point is found and run that through two ramps; one to lerp the position and the other for the velocity. Clearly its very convoluted and i'm also setting a lot of extraneous attributes, as I find if I try to use variables they often get reset each frame. It would be amazing if I could cut this number of lines in this down, or just get some tips on making it more readable. Many thanks, H window_odforce.hiplc
  3. in a primitive wrangle i have a bunch of line segments as input and i want to use the xyzdist function to find the nearest point on the closest geo. So starting with one line segment each time i want to test against all of the rest segments, so not including its self. The problem is xyzdist(0,@P) means 0 and @P could be the same line. how can i make a condition to avoid that? xyzdist.hip
  4. Particles along surface

    Greetings to the best forum on the web I am struggling a little with wrapping my head around the xyzdist() and primuv() functions in vex. I have attached a scene file that holds a dopnet with some points created on frame 1. I would like those points to stick to the geometry coming into the second input on the dopnet. any suggestions to how this could be done is appreciated. I am in particular interested in the usage of the xyzdist() and primuv() solution, however other methods is also encouraged! should there be some people that wanted to "show off" a little vop magic that is cool too. looking to learn so hit me with everything you got. All in all a simple task but good fun. Thanks for playing Cheers particles_on surface.hiplc
  5. Hi Everyone, Basically what Im trying to do is stick some scattered points on road to a tyre object using XYZ dist and prim uv. I am having static and moving tyre then I subtract the point position of one with the other to get the difference in the movement and exported that as @d attribute, Now on the scattered points Im searching the closest primitive of the tyre using XYZdist Then I'm extracting the @d from that primitive using primitiveAttribute VOP (primuv) and add it to the @P of the points . So it get the movement of the tyre. What I get is only the points which are near to the tyre on its initial frame are getting sticked. Can some one please give me an Idea how to do this.. I know we can do this easily with POPs Im doing this only to learn more vex. Thank you in advance.
  6. Hello, I am trying to remove overlapping polygons - I want to do so by computing distance to other polygons using xyzdist(). So I want to specify primgroup which will contain all, but current primitive, so that It is not returning distance to itself. According to documentation, I should pass group string which matches general SOP syntax. So for polygon number 240, primgroup parameter should be "* ^240". When I pass this parameter to the function, it returns -1 in found primitive - no primitive found. I think that the error is causing by this primgroup parameter. If I pass for example "*", then there is also no primitive found. How can I use patterns to define group inside this function? Like 0-50, *, ... This is from the docs: The name of a primitive group or a pattern to generate a primitive group. Uses the same semantics as a SOP group, so empty strings will match all primitives. Any ideas how to make this pattern working? Juraj
  7. I need to create a vex function that given a position, and a max distance, it will return the prim_id & prim_uv of all the primitive (curves) within that max distance. Similar to what we can do with a pcloud, but with the closest position on the given curves, even if that closest position is not at a point. I am trying to use a while loop with an xyzdist lookup inside, but I am having trouble removing the found curves from the group in subsequent iterations. I want to add all the potential curves to a group and each time one of them is found, remove it from the group and run the xyzdist lookup again until it cannot find anymore curves. Does anyone have any idea how to accomplish this? Thanks!