Obeida Zakzak
ObeidaZakzak
About Me
Houdini Pipeline Supervisor @ TAT Studio
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Connect
LOCATION
Toulouse,
France
WEBSITE
Houdini Skills
ADVANCED
Digital Assets | Hair & Fur | VEX | Python
INTERMEDIATE
Cloth | Solaris | PDG
Availability
I am currently employed at TAT Studio
Recent Forum Posts
How to export Viewport GL visualizer PyroFX output into PNG? Nov. 15, 2024, 5:59 p.m.
Looks like a use case for the OpenGL ROP node [www.sidefx.com].
Just needs to setup a camera with the orientation you are looking for, then render scene using OpenGL node to PNG sequence.
Just needs to setup a camera with the orientation you are looking for, then render scene using OpenGL node to PNG sequence.
Is there any way to import SOP Volumes into Copernicus? Nov. 9, 2024, 12:29 p.m.
aschneider
Thanks for this. Does this support 3d volumes as well? I'm specifically looking at a way to write 3d texture slices from a SOP volume that doesnt involve old school single threaded COPS. Thanks.
Hello,
Not sure if this is exactly what you are looking for, but the Volume Slice SOP can output a 2D volume from a 3D volume, and since Copernicus supports 2D volumes via Geometry to Layer COP, this could a possible way to export volume slices.
VEX : array question. Oct. 4, 2024, 2:24 a.m.
All right I took a closer look at your script.
Are you running this over Points or Detail ?
If it's over Points, then you will get a long array on every point, due to the fact you are looping over points inside a Point Wrangle. Also when working with a huge data set you might encounter performance issues due to the for loop.
If it's over Detail, then it should not work at all because @ptnum does not have sense in a Detail Wrangle, it's only usefull when running over elements like Points/Vertices/Prims.
Now if I understand the problem you are trying to solve, you want to build an array of point IDs where they have more than 2 neighbours, right ? If it's so, I can suggest a couple of methods here, and you could adapt them to your problem :
1. Build everything with a Detail Wrangle :
2. Assign point attributes with a Point Wrangle then build the list in a second time with a Detail Wrangle :
2a. Point Wrangle
2b. Detail wrangle
3. Same as 2. but instead of Detail Wrangle remove points where intersectionid == 0 and promote their ID to an array using Attribute Promote SOP (see in the hip file)
Are you running this over Points or Detail ?
If it's over Points, then you will get a long array on every point, due to the fact you are looping over points inside a Point Wrangle. Also when working with a huge data set you might encounter performance issues due to the for loop.
If it's over Detail, then it should not work at all because @ptnum does not have sense in a Detail Wrangle, it's only usefull when running over elements like Points/Vertices/Prims.
Now if I understand the problem you are trying to solve, you want to build an array of point IDs where they have more than 2 neighbours, right ? If it's so, I can suggest a couple of methods here, and you could adapt them to your problem :
1. Build everything with a Detail Wrangle :
i[]@intersectionList = array(); for (int pt = 0; pt < @numpt; pt++) { int nc = neighbourcount(0, pt); int intersectionid = nc > 2; setpointattrib(0, "nc", pt, nc); setpointattrib(0, "intersectionid", pt, intersectionid); if (intersectionid) { append(i[]@intersectionList, pt); } }
2. Assign point attributes with a Point Wrangle then build the list in a second time with a Detail Wrangle :
2a. Point Wrangle
i@ptid = @ptnum; int nc = neighbourcount(0, @ptnum); i@nc = nc; i@intersectionid = nc > 2;
2b. Detail wrangle
i[]@intersectionList = array(); for (int pt = 0; pt < @numpt; pt++) { int intersectionid = point(0, "intersectionid", pt); if (intersectionid) { append(i[]@intersectionList, pt); } }
3. Same as 2. but instead of Detail Wrangle remove points where intersectionid == 0 and promote their ID to an array using Attribute Promote SOP (see in the hip file)