Malcolm Zaloon Posted March 31, 2014 Share Posted March 31, 2014 (edited) Hi How to get total number of attributes coming from "connectivity" node? i wish to put a color ramp parameter and i need last value of range be the total number of "connected pieces" of connectivity found on geometry. so, in my color ramp will be: range: 0 to <number of connected pieces found> thanks in advance. Edited March 31, 2014 by Malcolm Zaloon Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2014 Share Posted March 31, 2014 You have to use AttribPromote SOP to promote the attribute to detail using Maximum mode, which will give you the number of connected pieces. Quote Link to comment Share on other sites More sharing options...
iamyog Posted March 31, 2014 Share Posted March 31, 2014 (edited) If you promote your attribute (let's call it "number") as a detail with maximum as Promotion Method, you'll have the total of connection found minus 1 (since it starts counting at 0). You can then call this attribute via the detail expression :detail(opinputpath(".",0),"number",0)+1 edit : magneto had been quicker Edited March 31, 2014 by iamyog 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2014 Share Posted March 31, 2014 Good catch on the +1 Quote Link to comment Share on other sites More sharing options...
Malcolm Zaloon Posted March 31, 2014 Author Share Posted March 31, 2014 hmmmm, i promote to detail with attribute promote node to maximum, and change new name to "total" but i can´t get with $total on color node? it´s not working... how i get the attribute total correctly? thanks guys for fast reply! Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2014 Share Posted March 31, 2014 You have to use the detail expression: detail("../attribpromote1", "total", 0) Quote Link to comment Share on other sites More sharing options...
Malcolm Zaloon Posted March 31, 2014 Author Share Posted March 31, 2014 thanks! hmm, there is a way to turn into local variable? to be accessible with $total ? Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2014 Share Posted March 31, 2014 You can but you have to do it manually. Unfortunately this is one of the things in Houdini that are not done automatically by every SOP that creates attributes. I think it's simple overlooks though as I can't imagine any noticeable overhead from adding a handful items to the varmap dictionary. So now you either have to use AttribCreate to create the exact same attribute but turning off Write Values, or you can use addvariablename function in PointWrangle SOP. I think there was something for this on Orbolt that's supposed to make it easier. Quote Link to comment Share on other sites More sharing options...
Malcolm Zaloon Posted March 31, 2014 Author Share Posted March 31, 2014 wow.. to fast ... i´m newbie! heheheh so my intuition is correct, the obvious is have a local variable accessible, on all nodes, right? so, developers need complete this task updating all nodes that not have this.. for a easier workflow... i remember this lack on carve node, what is a big issue, so i need stamp every time i need a variation by id,prim,etc... why some nodes have this others no SESI? and.. what is varmap dictionary? Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2014 Share Posted March 31, 2014 (edited) I am not sure why they are overlooked because the variables are clearly part of the workflow. But if it was me, I would just remove all variable functionality and replace them with VEXpression style access. So you would just say @total inside any parameter and Houdini would know it. Otherwise it feels too convoluted and micro-managed IMO, and creates another layer of indirection. As for varmap, I might be wrong, but I think it's a dictionary that basically maps any string to any other string you want, so in your case, "total" to "TOTAL", but it could be anything. The underlying data structure might be different, so SESI guys might need to comment on this Edited March 31, 2014 by magneto Quote Link to comment Share on other sites More sharing options...
Malcolm Zaloon Posted April 1, 2014 Author Share Posted April 1, 2014 I really think that diferent approach for diferent nodes and parts is really breaking workflow, and direct acess to variables need be enable in all nodes and places on Houdini to unify and standardize methods. Houdini is fantastic, but this convoluted things are very annoying. its a MUST fix this thing for soon. say.. Houdini 13.1? Thanks Magneto! 1 Quote Link to comment Share on other sites More sharing options...
windwolfx23 Posted October 9 Share Posted October 9 (edited) 2024... export metahuman face as fbx, and import using fbx character import, they store blendshape channels in detail attributes, and there are 824 blend shapes, each with different name and value, so there are 824 different detail attributes, but when you export it out using fbx character export node and reimport in UE5, the blend shapes channels count is less than 824, I don't expect the problem to be solved here, just to say, it's better to have an expression to count detail attributes. -------- found reason, UE5 has a morph target threshold parameter when import fbx, change it to 0, will preserve all blendshapes, why I'm sharing it here, I don't know, hope this can help some lost soul. Edited October 9 by windwolfx23 Quote Link to comment Share on other sites More sharing options...
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