Hey chaps, handy little snippet which you may already be aware of to find the closest point that is not self: `int nearpt = nearpoints(0, @P, 1e34, 2)[1:][0];`
Category: hou-general
Archived post by TOADSTORM
i did a little write-up on how to roll your own VEXpressions using Python: www.toadstorm.com/blog/?p=595
Archived post by Lewis Orton
Quick tip: hold down middle mouse button on any color parameter, you can sample any pixel’s color on your whole screen even outside Houdini, cross platform!
maybe I am the last one who learned this 😅
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20181106/10/18/unknown.png
Archived post by flight404
Here is Rich Lord’s awesome Vex/Vop math hip. Great for learning the ins and outs of orientation, quaternions, dihedral, etc: http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a
probalby grab it from there instead since I mightve made modifications by mistake
Archived post by jake rice
and if u have multiple chunks you want to do individually with like a class attribute
`@P -= getbbox_center(0, itoa(@class));`
Archived post by mestela
ugh, my brain is mush tonight… whats the node to convert groups back to attributes, like a connectivity sop?
i’ve selected polys, given them random colours, partition to make them groups, now i want the groups back to attribs
hmm, or vex this and define my own attribs via hsv…
yeah that worked, woo
well goddamn, someone mentioned this at work today, just tried it
“`setprimintrinsic(0,’pointinstancetransform’,@primnum,1);“`
do that on packed prims, orient will now rotate them automatically, no bollocks of having to manually update intrinsic transforms
Archived post by chris_gardner
right on
WIP HDA Versioning Script gist.github.com/chris-gardner/4c746dbfa182aaaf070b52bf1e7a98ec
i’ve included the OpMenu.xml stuff needed to make it all right-clickey
Archived post by matte
Archived post by TOADSTORM
Hey all, after seeing lots and lots of similar questions on a few Houdini discords about how to vary copies in the Copy SOP, I wrote a terribly long explanation of how to manipulate orientation and instancing using template attributes, matrices, for-each loops, compile blocks, and some other tricks with packed disk primitives, with a .hip file at the end. Might help some newer or intermediate users. Post is here: www.toadstorm.com/blog/?p=493
Archived post by Lcrs
@Lorne I guess you saw matt/matte/dave’s one above but I dug out the hermite animation interpolator I did… it uses v from the points instead of the two extra timeshifts and because it has explicit tangents you can scale them with the damp parm to make it less curvy. if you use central difference in a trail to calc v and damp=1 it’s actually identical to the catmull-rom one… or you can use foward/backward difference to have it over/undershoot on the corners. cubic splines folks!
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/catmull_rom_hermite_interp.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/catmull_rom_hermite_interp_screenshot.png