Tomas Slancik
tamte
About Me
INDUSTRY
Advertising / Motion Graphics
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LOCATION
New York,
United States
ウェブサイト
Houdini Skills
Availability
I am currently employed at Method Studios
Recent Forum Posts
vex for loop "i" doesn't seem to change ? what have I done?(SOLVED) 2024年5月15日21:20
in your code you are just overwriting the num, one, two, three variables each iteration. so you will be left with the last one
the fact that the second code seems to work is that you stop at @ptnum-1 which at least will give you different value per point even though I assume not correct one since you are not only using @ptnum-1 as your center point, but also assuming that your geo has only a single curve with points ordered by vertex order, which is not a safe assumption generally and sampling primpoints array at the index @ptnum-1 is therefore pretty random or heavily dpendent on perfect conditions of the input geo
here is a code that may work better:
the fact that the second code seems to work is that you stop at @ptnum-1 which at least will give you different value per point even though I assume not correct one since you are not only using @ptnum-1 as your center point, but also assuming that your geo has only a single curve with points ordered by vertex order, which is not a safe assumption generally and sampling primpoints array at the index @ptnum-1 is therefore pretty random or heavily dpendent on perfect conditions of the input geo
here is a code that may work better:
int nbrs[] = neighbours(0, @ptnum); foreach( int nbr; nbrs){ vector nbrP = point(0, "P", nbr); float edge_length = distance( v@P, nbrP ); append( f[]@edge_lengths, edge_length ); } f@min_edge_length = min( f@edge_lengths );
cant seem to figure out how to animate a attribute randomize 2024年5月13日1:58
you don't have to learn every node, there is usually more than 1 solution
you can also animate Global Scale on your attribute randomize, from 0 to your current value instead
you can also animate Global Scale on your attribute randomize, from 0 to your current value instead
MaterialX in Houdini vs everywhere else? 2024年5月9日0:51
At this point Id assume every implementation has limits, for example last time I checked Karma XPU supported only up to 2 standard surfaces being mixed and did not support building shaders from Bsdf nodes
So its always good to find out the extends of MtlX support in any particular DCC rather than automatically assuming full support
So its always good to find out the extends of MtlX support in any particular DCC rather than automatically assuming full support