Patrick Loughman
Patrick Loughman
About Me
INDUSTRY
Gamedev
Houdini Skills
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Recent Forum Posts
Mapbox not loading terrain data May 3, 2019, 2:09 a.m.
space-G
it wont auto-frame after it imports
it wont auto-frame after it imports
Mapbox RnD May 3, 2019, 2:01 a.m.
imag4mediaI'm guessing you've realized this already but, the offset values are 1 offset = 1 tile at whatever zoom you've specified. So you don't have to calculate. An offset of 0,1 will give you the adjacent tile to the north.
Hi.
Finally had a chance to try out updated mapbox.
Offset is very handy for placing the tiles in x and z.
Two questions:
-Is there a known offset for the latLong for the surrounding tiles?
-Is it possible to have offset in Y? Or do I need to do w vex?
I'm guessing the distance would involve some elegant math based on something like this:
https://www.thoughtco.com/degree-of-latitude-and-longitude-distance-4070616 [www.thoughtco.com]
I just want to do procedurally so no matter the latLong, the surrounding tiles will line up correctly.
Thx again for the fun tools.
A
The annoying bit is trying to automate because the initialization/downloading bit doesn't seem automatable at the moment.
If I were to automate the offsets in a grid I'd do something like this in a for loop:
Offset 0
floor(detail("../repeat_begin1_metadata1", "iteration", 0)/3)
detail("../repeat_begin1_metadata1", "iteration", 0)-(ch("offsetsx")*3)
Approach to visibility samples per primitive.... dumb? May 10, 2017, 10:17 p.m.
Approach: I am running a foreach loop on a bunch of prims.
For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those scatter points. In the wrangle I run intersect on each of the scatter points and if one hits I set an attribute on the prim (foreach loop piece) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage updated.
What I cant figure out is how to set up the forloop so that this works.
Obviously this loop will output points. The VEX for the wrangle “secondaryIntersect” seems valid, but I have no way of applying changes to the attribute keepage on the Forloop's iteration pieces (primitives).
VEX for “secondaryIntersect” running over primitives.
This makes me think my approach is not possible.
https://www.sidefx.com/forum/topic/42999/ [sidefx.com]
For each prim I scatter a number of points. Still within the foreach loop, I run a point wrangle on those scatter points. In the wrangle I run intersect on each of the scatter points and if one hits I set an attribute on the prim (foreach loop piece) that the points were scattered on. In the end I don't need the scattered points, I just need the prims output with the attribute @keepage updated.
What I cant figure out is how to set up the forloop so that this works.
Obviously this loop will output points. The VEX for the wrangle “secondaryIntersect” seems valid, but I have no way of applying changes to the attribute keepage on the Forloop's iteration pieces (primitives).
VEX for “secondaryIntersect” running over primitives.
vector p; vector hitprimuvw; vector srcpt; i@ptrefprim = prim(2, "refprim", 0); srcpt = v@P + (normalize(v@rdir)*2); i@hitprim = intersect(1, srcpt, v@rdir, p, hitprimuvw); if(@hitprim<5){ setprimattrib(2, "keepage", 0, 1, "set"); }
This makes me think my approach is not possible.
https://www.sidefx.com/forum/topic/42999/ [sidefx.com]