this is not really for you guys as much as it is for people who are asking me how i learned houdini, but i just bought HOUDININERD.COM which links to a google doc i ended up making after enough people asked me to send them resources and stuff. much more convenient than copying the google docs share url every time. if anyone has suggestions for it, more resources or anything else let me know 😛
Category: hou-general
Archived post by TOADSTORM
use `sprintf()`
you can use `%04d` as your substitute string to get 4 digit padding, for example
`string padnum = sprintf(“%04d”, @ptnum);`
Archived post by jake rice
lemme hook u up with one that works with edits
1 sec
no need for any transformation attributes unless you want to do vector volumes with this technique 😃
this one is all inspired from an old convo in here with tjeeds and matte 😮 😮
you don’t necessarily need to activate a new volume, like you could do this on the original volume, but just know that the bounds will most likely need to be updated to match the deformation tet mesh
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191504/24/19/jr_non_poopy_vol_deform.hip
Archived post by Bender
you can save them
“Just to expand on the regular presets facility… If you create a bunch of presets for your digital asset, you’ll end up with a file called $HH/presets/Object/myasset.idx, or something similar. This is the file that contains all the preset definitions you have saved. Find this file and remember where it is. Now open the Operator Type Manager and find the definition of your asset. Right-click on it and choose “Edit Contents…”. On the left is a list of “sections” that make up your digital asset definition. Below that list is a spot to enter the name of a file. Use the Plus button to open up a file browser and find the .idx file containing your presets. The “Section Name” will be set to the name of the .idx file. Change the Section Name to “Presets”. Hit the Add File button. Hit Accept. Now those presets are stored with the digital asset.
This ability to store presets directly in a digital asset definition isn’t well advertised because it is far from being an automatic process. Updating that Presets section requires saving it out to the .idx file, adding or editing the presets in that external file, then re-adding the .idx file using the Edit Contents dialog. It’s not pretty, but it can be a very useful feature. “
Archived post by Solitude
has this been posted in here before? wordpress.discretization.de/houdini/
some really good stuff in here
Archived post by plantfx
@Jonesy this may be late and not sure if I know exactly what it needs but maybe something like this in a point wrangle ` int ptn = i@ptnum;
int s = chi(“stairs”); int f = chi(“floor”);
int l = s+f;
int spts = s*2; int lpts = spts+f;
int x = max(ptn%lpts-spts+1,0)+min(floor(ptn%lpts*.5),s-1); int y = min(floor(float(ptn%lpts+1)*.5),s);
int inc = floor(float(ptn)/lpts); int linc = l*inc; int hinc = s*inc;
v@P = set(x+linc, y+hinc, 0); `
Archived post by eetu
gahh took a while
but starsteps with landings
the conceptual idea is to take a larger stairstep of (x+y) steps in size, plus add to it a clamped sawtooth that has x steps of the clamped part and y steps of the unclamped part
scaling it all properly took a while 😃
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/stairsteps_landings.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/ee_stairlandings.hiplc
Archived post by bonsak
Just realized that you get a merge node if you hold down alt while dragging from the out port of multiple nodes. This is so cool!
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191303/05/19/2019-03-05_09-14-04.gif
Archived post by profbetis
@flight404 you can interact with ramp keys just like a multiparm block. The ramp parameter itself has the value of how many keys there are
“`c int rampkeys = chramp(“ramp”);
for( int i=i; i<=rampkeys; i++){ float pos = ch(sprintf("ramp%gpos", i)); float val = ch(sprintf("ramp%gvalue", i)); // Do stuff }```
(I normally don’t condone 1-based loop indices but the keys do start at 1 and not 0. I supposed you could switch to doing `i+1` in the `sprintf` calls though if you wanted)
Archived post by eetu
@jacobs ok, hacked the fourth dimension into alligator noise. quite slow compared to the builtin one but seems to do approximately the right thing
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194802/21/19/ee_4dalligator.hiplc