Thank you guys this was just what I was after. I'm aware that ICE Strands are 
just arrays, but after playing around with Houdini's VEX/VOPs framework I'm 
even more impressed by the way ICE handles the per-point / per-point-array / 
per-cloud context switches. Houdini seems kind of limiting in how you can't set 
global arrays within a loop running over over the points or prims. I realise 
that there's a detail mode, but doesn't help if your doing per point stuff as 
well. Anyway, I diverge. I'm going to crack on and see what I can come up with. 
I'm not such a fan of the solver/add point method as I like to keep things as 
interactive as possible.


Also, I've found this... Has anyone seen it yet? It's a rewrite of Kristinka 
but for Houdini.

https://www.sidefx.com/forum/topic/42665/

kristinka and few questions | Forums | 
SideFX<https://www.sidefx.com/forum/topic/42665/>
www.sidefx.com
Hello, first of all, something I believe it is a good news. I'm close to finish 
a ‘port’ of Softimage ICE hair styling system called Kristinka Hair, to Houdini.






Cheers,


Tim


________________________________
From: [email protected] 
<[email protected]> on behalf of Jonathan Moore 
<[email protected]>
Sent: 02 March 2017 12:01
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

One other thought with regards to Strands in Houdini is that the Softimage 
concept of Strands is supported via Redshift (with all the same Strand 
primitive types). This stops you from having to use a Polywire to create 
geometry from your curves and is far more efficient as the Polywire SOP is 
quite slow.

Most of the tried and trusted methods for the creation of trails in Houdini 
rely on the Point and Solver SOP's in combination with an Add SOP. They work 
well but the Point Sop is single threaded and has been replaced with the 
Attribute Expression SOP which is VEX driven rather than HScript and fully 
multithreaded.

http://www.sidefx.com/docs/houdini/nodes/sop/attribexpression

Nils Prayer uses trails techniques a lot in his work and had a great site - 
Scatter (a lot like Entagma) that shares some great techniques that can be 
adapted for Redshift (you can of course follow the Mantra way of doing things 
too).

http://www.scattertuts.com/tutorials/
[http://static1.squarespace.com/static/564eef04e4b055a0562faa62/t/56697e7da128e6e00f053e02/1471374781976/?format=1000w]<http://www.scattertuts.com/tutorials/>

Tutorials — SCATTER<http://www.scattertuts.com/tutorials/>
www.scattertuts.com
Behind the scenes News Downloads




The H16 build of Redshift only works with the initial release builds not the 
nightly builds so H15.5 and Point SOP may be your best option at this stage for 
trails/strands using Redshift but H16's certainly worth a play if you don't 
mind keeping multiple builds of Houdini installed (they're all discrete and 
don't interfere with each other).

https://www.redshift3d.com/forums/viewthread/11210/

On 2 March 2017 at 11:29, Tim Borgmann <[email protected]<mailto:[email protected]>> 
wrote:

>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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