sanostol Posted August 26, 2011 Share Posted August 26, 2011 i use the ch("parameterpath", t) in vex to evaluate different channels per point, but instead of a keyframed anim I would like to use a ramp is there a way? Martin Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted August 26, 2011 Share Posted August 26, 2011 I am not sure how to answer your question, though it really does seem like a useful concept. I have a question for you though. What does the ", t" do in the ch() exactly? I have never seen a second argument to that expression, though I will confess that I haven't looked at the help card. Seems like it could be useful to know. Quote Link to comment Share on other sites More sharing options...
anim Posted August 26, 2011 Share Posted August 26, 2011 ...I will confess that I haven't looked at the help card.... you probably should but it's not ch() expression, but ch() VEX function http://www.sidefx.com/docs/houdini11.1/vex/functions/ch Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted August 26, 2011 Share Posted August 26, 2011 Well that answers that question. I haven't gotten into vex coding at all yet, so it tends to catch me a little off guard. Thanks for clarifying though. This program can be a little deep at times and i know I have only scratched the surface. Quote Link to comment Share on other sites More sharing options...
sanostol Posted August 26, 2011 Author Share Posted August 26, 2011 indeed I need it in vex. but I found a work around. I created a expression ( chramp() )on a second parameter that evaluates the ramp in a certain range and query this second parmater with the ch() vex command. I first thought this would slow donw, but it works quite fast on 500 objects with this setup. Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted August 26, 2011 Share Posted August 26, 2011 That iis ally good to know. I need to meds with ramps, haven't even touched them yet. Quote Link to comment Share on other sites More sharing options...
anim Posted August 26, 2011 Share Posted August 26, 2011 indeed I need it in vex. but I found a work around. I created a expression ( chramp() )on a second parameter that evaluates the ramp in a certain range and query this second parmater with the ch() vex command. I first thought this would slow donw, but it works quite fast on 500 objects with this setup. I thought that you want to evaluate different ramp per point, what I cannot imagine right now but if that's not the case you can probably create new ramp parameter in vex and make relative reference to the one you need to sample, then you can sample the ramp at different positions for each point inside the VOP/VEX, but it may not matter if you already have solution for your problem Quote Link to comment Share on other sites More sharing options...
Macha Posted August 26, 2011 Share Posted August 26, 2011 (edited) <rant> Uuuh, Sanostol! You almost solved one of my Houdini-bugbears there! I want a propper ramp too, with arbritrary curves (not the tiny little 0-1 ramp we get). The reason why this doesn't work in vex I think is because the float time has to remain constant. The whole thing is strangely scaled anyway and does't work in shop context in any case. There are some workarounds for this in vopsop but I have never been able to find something that works in shop context. A beer for anybody who can solve this and an extra present, with admiration, for anybody who can give us a ramp that can use arbritrary curves and log-scale. </rant> edit: with a little trickery I can get a ramp working in vopsop by extracting values from a parameter and setting them with vex ch() in a cspline(), but ch() isn't available in shops. edit2: I wonder if this could be a case for cvex. Anybody know if we can run cvex from within a shader? Edited August 27, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
sanostol Posted August 27, 2011 Author Share Posted August 27, 2011 (edited) @anim: every primitiv gets its own ramp from a differenent control object. Edited August 27, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
anim Posted August 27, 2011 Share Posted August 27, 2011 @anim: every primitiv gets its own ramp from a differenent control object. ah, ok are you using ch("parameterpath", t) with different t per point? I've never used it like that since there is a warning in the docs, does it work without problems for you? Quote Link to comment Share on other sites More sharing options...
sanostol Posted August 27, 2011 Author Share Posted August 27, 2011 ah, ok are you using ch("parameterpath", t) with different t per point? I've never used it like that since there is a warning in the docs, does it work without problems for you? and different parameterpath per point, until now it works, but thanks for the hint to the warning, I will have a eye on it Quote Link to comment Share on other sites More sharing options...
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