Using Compiled Blocks in Houdini to generate cables

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Render Everything

Render Everything

Күн бұрын

Пікірлер: 23
@Monompadins
@Monompadins 9 ай бұрын
Thank you very much for 16:54, this is what I have been racking my brains for for several days!
@travislrogers
@travislrogers 2 жыл бұрын
Wow, I loved this tutorial. It’s the first time I’ve come across compile nodes. Thanks for sharing this knowledge! Looking forward to more!
@mja8872
@mja8872 Жыл бұрын
BTW you can create another begin block for your loop block to access something from outside Great vid, thanks so much for it!
@Ziboo30
@Ziboo30 3 жыл бұрын
At 16:58, I think (didn't checked it to confirm) you can create a block begin for your for each loop, set it to "Input" and then you can read attributes. Rules is that each colored nodes groups need to be enclosed, you cannot have wires crossing a color
@RenderEverything
@RenderEverything 3 жыл бұрын
Yes, you are right. You can add multiple begin nodes for loops and feed data through them. In this case you would need to have 3 begin blocks (two inputs and one metadata). Not in this video, but there also is a tricky case if you need your loop to run N times on some data - because you can't reference parameters outside the loop, there is no way to specify N in the end node with expression. One way to solve it is just to generate N points before the loop and loop over points, but then have separate begin input node for your actual data/geometry you want to process.
@18bovende
@18bovende 3 жыл бұрын
29:30 Can you still use the Invoke Block for compile blocks with uncompilable/unsupported nodes if you disable 'Enable Compiling'? I am trying but I haven't yet found an unsupported node. Have been searching for a list of supported/unsupported nodes. 😆 Thanks for the tutorial.
@RenderEverything
@RenderEverything 3 жыл бұрын
Yeah, sure. It will not be that fast, but other benefits are still there
@18bovende
@18bovende 3 жыл бұрын
@@RenderEverything Just found out we can't, unfortunately. I tried with the PolyWire. The 'Enable Compiling' parameter doesn't translate into the 'Invoke Compile Block'. Made a post about it on the SideFX forum.
@RenderEverything
@RenderEverything 3 жыл бұрын
@@18bovende hmm, strange - I haven’t encountered any problems. Well, maybe I have not used it in such way, but I thought I had.
@18bovende
@18bovende 3 жыл бұрын
@@RenderEverything Yeah I think it won't be a problem for me. You can work around many things as you say in the vid. Just wanted to know if this could also function as a the idea of a kindof 'Invoke Subnet' or 'Invoke HDA' SOP. Asked for an alternative way to do that in the forum, may I need it in the future. (topic/80764/?page=1#post-347339)
@nictanghe98
@nictanghe98 2 жыл бұрын
I'm still getting the error that I`m internally referencing a compiled node when i use 0 inside of a for loop.
@OnkAnCa64
@OnkAnCa64 3 жыл бұрын
Thanks, very instructive.
@emilsvfx
@emilsvfx 3 жыл бұрын
Forši, kaut ko jaunu uzzināju :) nav nedaudz par sarežģītu setups ? Man prāta nāk ka polygon subdivaidot un vidējo punktu pabīdīt uz leju randoma un rezultāts varētu būt līdzīgs.
@RenderEverything
@RenderEverything 3 жыл бұрын
Nu šistas setups korekti strādā, ja punkti ir ļoti atšķirīgos augstumos - tad lejā nav vidējais punkts, bet tuvāk zemākajam punktam. i.imgur.com/FmdECIB.jpg Protams, var jau visu aptuveni uztaisīt lai tikai izskatās labi. Šeit uzsvars vairāk uz pašiem Compiled Blocks un tie kabeļi tik tā - kaut kad pašam bija interesanti researčot kā to korekti izdarīt priekš viena projekta.
@emilsvfx
@emilsvfx 3 жыл бұрын
@@RenderEverything jebkura gadījuma forši :)
@a_thousand_miles
@a_thousand_miles 3 жыл бұрын
Great work. Thanx!
@Se-wangKIM
@Se-wangKIM 7 ай бұрын
Thanks sir!!
@myJubuesay
@myJubuesay 3 жыл бұрын
thank for this
@H.Jahanshahi
@H.Jahanshahi 2 жыл бұрын
Thank You!
@karlisstigis
@karlisstigis 3 жыл бұрын
Thanks!
@philipZhang86
@philipZhang86 Ай бұрын
Great~~~~~~~~~~~!
@vano2vano
@vano2vano 3 жыл бұрын
Thanks
@Ibrekurorte
@Ibrekurorte 3 жыл бұрын
Thanks!
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