That's a good point Andy, and in my mind this would make the most sense! But 
like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?


Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim

________________________________
From: [email protected] 
<[email protected]> on behalf of Andy Nicholas 
<[email protected]>
Sent: 02 March 2017 12:27
To: [email protected]
Subject: Re: [Houdini] Working with strands the Softimage way

Hi Tim,
Did you notice that you can do per-point array attributes in VEX? There's 
nothing stopping you setting up position vector arrays on each point, just like 
in ICE, and then using a Point Wrangle at the end to use that array to generate 
a polyline. The problem is that you then have to write all those handy ICE 
nodes like "Simulate Strands", etc. yourself.

That's why generally, you're better off just trying to use polylines as a 
primitive as they're more supported by Houdini's other frameworks (e.g. wire 
solver) and constraints.

A
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