Yunus Balcioglu
animatrix_
About Me
Senior FX Technical Director @ Industrial Light & Magic | Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean, Justice League and many m... more
Senior FX Technical Director @ Industrial Light & Magic | Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean, Justice League and many more. less
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Digital Assets | Mantra | Pyro FX | Fluids | Destruction FX | VEX | Python
INTERMEDIATE
Realtime FX
Availability
Not Specified
My Gallery
My Talks
Recent Forum Posts
VEX - xyzdist on overlapping prims May 4, 2024, 12:56 a.m.
Hi,
I don't think xyzdist would return all of them. I haven't tested this but I suspect it returns the polygon whose normal is pointing towards the origin point.
In any case if you want to detect all overlapping polygons, you could use xyzdist first to find the nearest prim and then fire a ray in that direction using the intersect_all VEX function to find all intersected prims along that direction:
https://www.sidefx.com/docs/houdini/vex/functions/intersect_all.html [www.sidefx.com]
If the overlapping polygons all share the same points, a more robust and faster method would be to compare sorted primitive points:
https://www.sidefx.com/forum/topic/88523/?page=1#post-382336 [www.sidefx.com]
I don't think xyzdist would return all of them. I haven't tested this but I suspect it returns the polygon whose normal is pointing towards the origin point.
In any case if you want to detect all overlapping polygons, you could use xyzdist first to find the nearest prim and then fire a ray in that direction using the intersect_all VEX function to find all intersected prims along that direction:
https://www.sidefx.com/docs/houdini/vex/functions/intersect_all.html [www.sidefx.com]
If the overlapping polygons all share the same points, a more robust and faster method would be to compare sorted primitive points:
https://www.sidefx.com/forum/topic/88523/?page=1#post-382336 [www.sidefx.com]
Houdini Shorts May 1, 2024, 11:41 a.m.
Now with Sky voice (Scarlett Johansson soundalike)
it is my first question about vex April 28, 2024, 4:02 a.m.
juejuezianimatrix_
Hi,
No you can't do that. If it's a verified node, you can do that using Python and APEX:
https://www.sidefx.com/docs/houdini/model/verbs.html [www.sidefx.com]
Otherwise you would have to write your own version in VEX.
Can you tell me how to get writable gdp in vex in HDK? Currently, I can only obtain const gdp. Do you have any information?
I am not sure.
raincoleanimatrix_
Hi,
No you can't do that. If it's a verified node, you can do that using Python and APEX:
https://www.sidefx.com/docs/houdini/model/verbs.html [www.sidefx.com]
Otherwise you would have to write your own version in VEX.
I'm still confused about verbs. I know how to call them in Python. But what are verbs actually? Are they defined at C++ level and compiled as native code that shipped with Houdini? Is it possible to define a verb with SOP nodes (or python, or vex?).
This page explains it a bit:
https://www.sidefx.com/docs/houdini/model/verbs.html [www.sidefx.com]
AFAIK as of now they have to be done at the HDK level. HDAs are not supported to be verbs. I believe SESI is working on that.