'But hang on, you said we're basically manipulating verticies, how come this setup magically reads the transform of the sphere? And shouldn't the grid verts be warping to all the verts on the sphere surface?' Good questions.(In fact you see this happen before you modify the distance and blend with parameters). If you had no falloff, the entire grid would disappear to a single point at the center of the sphere. This setup reads the position of the sphere, and transfers it to each point on the grid, with falloff.In houdini, all the fun stuff is down here, getting messy, pushing points around. While in maya you rarely modify these directly (usually you stay one level higher and manipulate object transforms). In maya you'd say this are the vertex positions. P is the standard attribute for position, usually point position.On second tab set the distance low (say 0.1) and blend width up (say 2.0) to get a blendy warp like the soup version.Ī few things to take note of here (or come back to later after you've tried a few more examples) :.Wire grid into first input, sphere into second.Transfer the position of sphere to the points of a grid, with a smooth falloff. Houdini scene: File:attribute_transfer_position.hip 8.7 Variable tricks with set and setenv and varchange.8.4 Procedural growth via edge transport.7.3 Transform packed prims with instance attributes.6.8 Attribute Wrangle and iq colour ramp.6.3 Chops to load audio and create animated waveforms.4.11 Create edges with connect adjacent pieces sop.4.9 Folding objects (the transformers cube effect).4.4 For-each node to make greebles and city blocks.4.3 Explicit rotation/orient control for copy and instances.4.2 Ball of Eyeballs with Copy and Packed primitives.3.6 Random Instance with Copy to Points and Piece Attribute.3.5 Effector for scale, rotation, colour.2.3 Attributes as groups, or groups with syntax.1.14 No really, don't use the point sop.1.13 Point and attribute transfer with lag via solver sop.1.12 Point and attribute transfer together.1.6 Hscript, Vops, Vex (and python), which to use?.You will get an amazing series of lectures on programming in Java, which is fairly similar to VEX. Go and check “Coding train”, a YouTube channel by Daniel Shiffman. One last tip for those, who would like to understand programming basics. Right-click a node and select “Allow editing of contents“. After downloading and installation, it will be probably locked. If you are interested, feel free to download it and explore it further.ĭigital assets are available at. Most probably there are still many issues (not optimized, weird approach etc.… :)). It is a mixture of my own codes and those, I borrowed from various tutorials, mostly by Entagma. I would like to share some Houdini scripts I’ve done during this little workshop. Photoshop can handle this step sufficiently. It was not necessary to incorporate more details by scripting as my primary goal was to create a paint. I was able to work with it later on (for example the space station section image where you can see splitting, inflating or surface blistering). The result has some architectural properties such as volumes and surface diversity. Some of them engage reference points which disturb new or alter existing geometry attributes. What we are looking at, is a mixture of these processes, blending together different approaches. Behind almost everything, there is a process that is composed of simple design steps – from points and lines to surfaces and volumes. I have discovered a lot of design possibilities and gained freedom when it comes to searching for desired shapes. To be honest, at the beginning there wasn’t any clear idea of the final product, however, this little anxiety was slowly vanishing with every small step I made. The goal was to learn as much as possible about Houdini and its procedural workflows (mainly SOPs and VEX). Two months ago, I started with an intense personal workshop. Even if I spent the last few years in the VFX industry, I’ve somehow managed to recover my passion for design and architecture.
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