From what I discovered so far in Houdini I would say there are a lot of different ways to create something like strands. The main difference is that there isn't something like an array of strandpositions (or an array of what ever strandproperties). Instead there are simple point positions which are connected. That means that if you want to control each strand and it's positions (or whatever properties) seperately you have to asign something like a strand ID by yourself. An easy way to do this is by using the resample node for example. You set a 'curve number attribute' with it. Also it has the nice 'curve u attribute' (same as strand ratio / length).

So I would say the main difference is that you do not deal with arrays (of strandproperties) but with normal point properties which you have to organize by yourself.

A very basic way to create strands is the volume trail (you mentioned) or also by using a simple solver to build up something like the generate strands trail ICE node (than you can use the original point ID as strand ID). Also the use of the basic add node is possible to connect the points. But there are so many more ways in H as usual :)

Also regarding the polywire, depending on the renderengine you plan to use and the look you are after you don't have to use the polywire at all, but can render the curves directly.


Best

Tim



Am 02/03/17 um 12:05 schrieb Tim Bolland:

Hey guys, I'm after a little advice. I'm currently looking at building a some nice fluffy clouds made up of strands and from what I can see there a load of different ways to achieve something like this Houdini. Quite of few of the results I've seen demonstrated online are achieved by creating a velocity volume and drawing these the velocities out. These look nice but I cant really figure out a way to edit them afterwards. Other methods I've seen that look promising take points and running them through a Polywire, however there seem to a load of ways to group these points together and nothing is as succinct at position / strandposition


What I'm wondering is what do you recommend? Is there a method of strand creation / manipulation that gives you a nice amount of flexibility and control? I've always been a huge fan of ICE strands, and the concept of starting with some points, building up strandpositions a long these points and controlling the properties of the strands by either the point ID or the strandposition ID.


From what I can see there is not equivalent workflow that I can find, at least not out of the box. I can make polywires with ID's and manipulate this, but I'm still a little confused about the ID vs strandID context equivalent and how to manipulate each of them. Any advice would be appreciated.

Cheers,


Tim



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