Archived post by bonsain

I wasn’t aware of those functions, that’s cool! This seems to work quite nicely from a quick test… granted this is a curve with 4/5 points 🙂 Would be keen to see if this does what you need, @mattiasmalmer, and any performance issues you run into!
prim wrangle: “` function void insertvertex(int geohandle; int prim_num; int insertion_index; int point_num) { int points[] = primpoints(0, prim_num); insert(points, insertion_index, point_num); foreach (int i; int point; points) { setvertexpoint(0, prim_num, i, point); } }
vector new_pos = point(1, “P”, 0); int new_pt = addpoint(0, new_pos);
int insertion_index = chi(“insertion_index”); insertvertex(0, i@primnum, insertion_index, new_pt); “`
I made it into a `insertvertex` function if you feel like reusing this via a custom vex library 🙂 The last few lines is just me querying a point position from the wrangle’s second input and choosing which index to insert it on~

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241402/09/24/insert_vertex.gif

Archived post by petercubic

hey there, I meant to post this earlier but got caught up in a long meeting; I think another Peter gave you the tip you needed though 😁 🙌
One other way of doing this is creating a sort of “Uber-Shader” using Parameter Nodes when building shaders. This creates an “Input” within USD, and allows for you to use the Edit Material Property LOP to make as many Specializes (a type of Reference) from one shader as you want. I learned this from @goldleaf, and hopefully I’m explaining it decently.
Here’s a quick example HIP I whipped up. Might not be the best example, but hopefully it makes it clear enough. One of the shaders should be offsetting more quickly than the other.
Let me know if I can try to help clarify anything more. 🙂

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243401/31/24/Animated_Shader_Properties.hip

Archived post by mattiasmalmer

finally got around to dealing with a resampling issue that often gets in the way. those pesky corners being rounded. so i find them by angle. then remove duplicates and finally harden them.

good companion to the trace SOP

corner hardificator

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242701/30/24/houdinifx_LpgbhlJjho.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242701/30/24/harden_corners.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242701/30/24/image.png

Archived post by kiran_irugalbandara

Before buying this I went through the free pdf sample he released. It was really nice and even though I rarely use game engines or do shader work the theory in it was very nice.

Essential math for game devs by the same author is also great

This is the free sample I was talking about

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243401/28/24/ENG-VE-VOL2-FREE-SAMPLE.pdf

Archived post by jimm9567

Talking of COPs… (shameless plug)
T-Gen … texture generation tools for Houdini. jmtools.gumroad.com/ Free version available for anyone who is having bank issues.
Some nice things in here… wrangle, instancer, sample generator, a Karma Preview from COPs. And loads of help files. …

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243301/22/24/Screenshot_2024-01-21_221657.png