this is neat, in H17 they added the cute lil function: `polyneighbours()` so you scrubs dont have to use half edges anymore
Category: hou-programming
Archived post by legomyrstan
`hou.Node.type().name()` returns name of type of given node
best way to find all instances of given node it’s hou.NodeType instances
so eg to find all instances of mantra node: “`python hou.nodeType(hou.ropNodeTypeCategory(), ‘ifd’).instances() “`
other useful thing about searching nodes is that we have access to build in search framework(one that appears after ctr+f)
it’s in the packages called nodesearch at `$HFS/houdini/python2.7libs/nodesearch`
Archived post by will
@mstarktv
what a cool way to do curve sag:) thanks for the idea
i used to do a three point curve, move the middle point (point 1) down with a transform, and then do a convert to nurbs and resample. This however has a lot fewer steps
funnnn
the hip file if someone wants it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183709/10/18/unknown.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183709/10/18/curveu_fun.mov
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183709/10/18/curveu.hiplc
Archived post by TOADSTORM
or use the binding options in the second tab of the wrangle
you can refer to a generic “myAttrib” in your code, but bind it based on a variable defined with `chs(“attribName”)`
Archived post by Juraj
jtomori.github.io/houdini_additional_python_docs/
documentation of most of houdini python modules
more info: github.com/jtomori/houdini_additional_python_docs/
Archived post by mestela
cool, let us know what you find
in other news, finally finished this:
Archived post by Atom
Yon recently posted a link to a .rar file with example models for destruction practice. A few of them contained a bunch of related texture maps referenced by a .mtl file.
I wrote a short script that will read the .mtl file and create a Redshift material with a *rsTextureMap* populated with the associated map for that material. It is a quick way to get a bunch of materials generated that are related to the model.
You can check it out at this link if you are a Redshift user. forums.odforce.net/topic/32900-mtl-to-redshift-material/
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20184702/26/18/untitled-1.jpg
Archived post by Juraj
guys, I collected couple of VEX snippets and put them on one place
github.com/jtomori/vex_tutorial
feel free to check it, hope it will be useful
I am trying to create a nice reference page where people can quickly look stuff up, without browsing all around the web 😃
let me know what you think about it
Archived post by dchow
“`int pp0[] = primpoints(0, 0);
vector prpos = prim(0, “P”, 0);
vector pos0 = point(0, “P”, pp0[0]); vector pos1 = point(0, “P”, pp0[1]); vector pos2 = point(0, “P”, pp0[-1]);
vector v0 = normalize(pos2-pos0); vector v1 = normalize(pos1-pos0); vector v2 = normalize(cross(v0,v1)); v1 = normalize(cross(v2,v0));
matrix x0 = maketransform(v1, v2, prpos);
pp0 = primpoints(1, 0);
prpos = prim(1, “P”, 0);
pos0 = point(1, “P”, pp0[0]); pos1 = point(1, “P”, pp0[1]); pos2 = point(1, “P”, pp0[-1]);
v0 = normalize(pos2-pos0); v1 = normalize(pos1-pos0); v2 = normalize(cross(v0,v1)); v1 = normalize(cross(v2,v0));
matrix x1 = maketransform(v1, v2, prpos);
matrix output = invert(x0)*x1; @P *= output; “`
i think it’s that