12/15/2023 0 Comments Chf houdini vexReturns a point transform from a point index. Returns an array of point localtransforms from an array of point indices. Returns the type of a geometry point attribute. Returns the size of a geometry point attribute. Reads a point attribute value from a geometry and outputs a success/fail flag. Reads a point attribute value from a geometry. Returns the number of unique values from an integer or string attribute. Returns if a geometry vertex attribute exists. Returns if a geometry prim attribute exists. Returns if a geometry point attribute exists. Returns if a geometry detail attribute exists. Reads an attribute value from geometry, with validity check.Ĭopies the value of a geometry attribute into a variable and returns a success flag.Ĭhecks whether a geometry attribute exists. Returns number of elements where an integer or string attribute has a certain value. Reads the value of a detail intrinsic from a geometry.įinds a primitive/point/vertex that has a certain attribute value. Returns the type info of a geometry attribute. Returns the type of a geometry detail attribute. Returns the size of a geometry detail attribute. Reads a detail attribute value from a geometry. Reads the value of a detail attribute value from a geometry. Returns the transformation metadata of a geometry attribute.Įvaluates the length of an arc on a primitive defined by an array of points using parametric uv coordinates. Returns the type of a geometry attribute. Returns the size of a geometry attribute. Returns the data id of a geometry attribute. Returns the class of a geometry attribute. Reads the value of an attribute from geometry. Parameter being a channel prefix string, used to reference tiled blockĪdds a primitive attribute to a geometry.Īppends to a geometry’s visualizer detail attribute. You can specify an additional string parameter "prefix", with the next This function, unlike the first two, does not lock channel. If channel does not exist, all points will be queued. In these cases, the third version of this function can be used to queue up all shaded ( shaded != 0) or unshaded ( shaded = 0) points of a certain channel, channel. For example, when adding a position channel. Receive extra channel data before meaningful queries can be made. However, sometimes all points in a point cloud must In these cases, it is best to only add channel data to points returned byĪ proximity query. For example, if only part of the point cloud is inside the camera’s frustum. You will not need to add extra channel data to every point in the point cloud. You can do this by using pcexport and pcunshaded. In some cases, you may need to add additional channels to a point cloud. Points which are pointed in the same direction (i.e. Optionally, the Nchannel specifies aĭirection channel and the N vector specifies a search direction. Subsequent attempts to use the channel with pcexport or Pchannel will be made read-only if it is not already. Indicates the channel in the texture which contains the positions to be To reference SOP geometry in the OP contexts. When using pcopen() with pciterate(), points willīe sorted from nearest to farthest. Only the maxpoints closest points within the given The first two versions of this function queue up points centered around aĬertain location P within radius, based on point positions found in You can then iterate over the points with This function opens a point cloud file (. Int pcopen( int opinput, string Pchannel, vector P, float radius, int maxpoints)
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