Nik N
NNNenov
About Me
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Mantra | Karma | Lighting | Pyro FX | Realtime FX | VEX
BEGINNER
Digital Assets | Character Rigging | Motion Editing | Animation | Cloth | Fluids | Destruction FX | Python
Availability
I am available for Contract Work
Recent Forum Posts
convert nurbs to polygon breaks integer attributes Sept. 22, 2024, 11:33 a.m.
Ah ok cool, thank you for confirming!
Its on the points because I was doing a point trail and the id was on the original initial start point, but you make a good point (hehe), once the trail is created each prim will have its own unique ID or I can promote it. Thanks again!
Its on the points because I was doing a point trail and the id was on the original initial start point, but you make a good point (hehe), once the trail is created each prim will have its own unique ID or I can promote it. Thanks again!
convert nurbs to polygon breaks integer attributes Sept. 22, 2024, 10:32 a.m.
Ello, came across a strange issue, not sure why this is happening or if its a bug.
I make trails from 2 moving points, each trail has an integer "id" attribute, 0 and 1, I convert the trail to a NURBS Curve with the convert node, when I try to use a convert node to convert it back to Polygons, the id attribute for all points changes to -1.
If I cast the attribute to a float, it stays as 0.0 and 1.0. so only if its integer it all gets changed to -1.. whats the deal with that?
i tried recreating the issue with a new basic file, it sets all ids to 0 instead of -1 like in my slightly more complex scene
I make trails from 2 moving points, each trail has an integer "id" attribute, 0 and 1, I convert the trail to a NURBS Curve with the convert node, when I try to use a convert node to convert it back to Polygons, the id attribute for all points changes to -1.
If I cast the attribute to a float, it stays as 0.0 and 1.0. so only if its integer it all gets changed to -1.. whats the deal with that?
i tried recreating the issue with a new basic file, it sets all ids to 0 instead of -1 like in my slightly more complex scene
Find Shortest Path - Consider Turning Costs expression July 14, 2024, 11:16 a.m.
Ello, I'm trying to understand an explanation in the houdini documentation for the shortest path sop, https://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath.html [www.sidefx.com]
The Custom Edge Cost explanation is as follows:
" For example, you could penalize edges with steep slopes. If Consider Turning Costs is enabled, the expression can refer to the point visited previous to the edge. See below for a list of available local variables."
- I don't understand how I can penalize edges with steep slopes using the local variables listed below in the documentation
- what is the expression language/syntax I would use to evaluate it?
- do they meant to use something like a dot product function comparing current to previous point? Im not sure how to script something like that.
The Custom Edge Cost explanation is as follows:
" For example, you could penalize edges with steep slopes. If Consider Turning Costs is enabled, the expression can refer to the point visited previous to the edge. See below for a list of available local variables."
- I don't understand how I can penalize edges with steep slopes using the local variables listed below in the documentation
- what is the expression language/syntax I would use to evaluate it?
- do they meant to use something like a dot product function comparing current to previous point? Im not sure how to script something like that.