Pro tip: If the name of an attribute you want your VEX code to read/write is based on a string parameter, you can set up an explicit mapping to the syntax on the Bindings tab. On the “if” side, if your VEX code reads from an attribute using the syntax and doesn't write to it, but it *is* matched by the “Attributes to Create” pattern, Houdini will redundantly write to the attribute after the VEX code is done, so if you have attributes that you only read from using the syntax, it may give a slight performance boost to have “Attributes to Create” not match them. On the “only if” side, if your VEX code tries to write to an attribute using the syntax and it's not matched by “Attributes to Create”, it will usually give a compile error. Caveat: When using the syntax, things will get written-to if and only if the name is matched by the pattern in “Attributes to Create”. If you write to it will set the content of the group of the type specified by the “Run Over” parameter with name “GroupName”. ![]() Probably what youll see in the screen is wrong in some part, thats because I didnt fully understood what to write inside the functions, for example in the inprimgroup() the first argument of the functions should be a int input (from docs –> int inprimgroup(int input, string groupname, int primnum)) but what does it mean for input.? Thanks On this thread a guy mentioned a removegroup() function, wich I cant find in the docs vor VEX functions…so I cant use it since I dont know what to write inside the function. So far I got what you can see in the screen. Now since some of the external primitives are also part of the internalPolys group I want to check in a prim wrangle, for each prim of the external poly (the wrangle looks in that group) if that prim is also in the internalPoly group, and if so, delete it from the externalPolys. ![]() ![]() 2 2.4.3 2.8 2.82 2.83 2D animation 3d 3d compositing 3dl 3dlut 3ds 3ds max 3ds max File Management 3d tracking 8k 12 32Bit 101 360 absorption actor actors addon adobe Adobe Bridge adobe premiere aequence after After Effects aifacingratio align alluminum alpha ambient occlusion anatomy angle Animate animate cc animated texture Animation animation mixer anisotropic anisotropy anodized aov aovs append aquatic arch architechtural architectural Architectural Visualization architecture archviz Arch Viz area light armature arnold array artifacts asset assets atlas atmosphere attribute attributes audio autocad autodesk automation automotive axis b3d backdrop backfacing background backup bake baking basic basics batch beginner bevel bezier billboard bitmap blackmagic blend blendcolors Blender blender 3d blending blueprint blueprints blur blurry bodies body bokeh bones boolean bounding bounds box Bridge broken brush brushed brushed metal brute force bug build bump buttons by c c++ Cache call camera cameras camera tracking can't open candela capture car carpaint carpet caustics cc cd character checker child chromakey cinematics clamp colors class classes cloth clothes clothing cloud clut coat code collision color colored colored metal color lookup table color space compile complex composite Compositing concave configure constraint constraints contrast control conversion convex coordinates correct correction course cover cpp crash create create exe cross dissolve cube currency curve custom cycles cycles render data datasmith date daylight ddx ddy Deadline debris debugging declaration deform deformation delay demolition denoise denoiser depth deselect desktop development different directional directory directx dirt disappear discovery displacement display dissolve distance distributed distribution dive diving dof door double driver drivers dust dwg dxr dynamics edge edges edit editable poly editor effect effects elements encoder encoding engine environment erosion error ethernet event executable expand explorer export expression exr external extrude fabric facing facingratio facing ratio fake user fallof falloff farm fbx field file files fine tune finishing fire first fix flash flip flip book flipped float floor flow flow graph fluffy focus fog folder folders font for forward fps frame frames free fresnel frosted full function fur furry Fusion fx game game design gamedev Game Development game engine gaming gamma correction garbage mask generate generator get gi gif git github GitHub Desktop gizmo glass glazing gloss glossiness glsl god god rays google googlefinance google sheets gpu gradient gradientramp grading green greenscreen group groups gui h.264 h.Hi So basically I have two groups of primitives called internalPolys and externalPolys.
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