Thank you! I don't have time to take a look at the moment as I'm knee deep into 
a Houdini job involving loads of strands, but I'll be sure to check this out.  
My approach has been to scatter two sets of points within a volume with the 
count and applying an @id attribute to each branch. Then merging said branches 
and using an "add/resample" to build the strand. It's worked well so far and 
feels somewhat ICE'y, I will post it up on the list once I can.

Cheers,

Tim

________________________________
From: [email protected] 
<[email protected]> on behalf of Olivier Jeannel 
<[email protected]>
Sent: 21 April 2017 08:10
To: Anto Matkovic; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

Hi,
I doodled around the idea of strands and came with a setup that is similar 
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/

https://vimeo.com/214095798
[https://www.bing.com/th?id=OVF.i0a0pxbjUPcZ2nokX36rpQ&pid=Api]<https://vimeo.com/214095798>

Linearly interpolated array or "strands" (highly 
experimental)<https://vimeo.com/214095798>
vimeo.com
I start with a little prototype to explain the concept, and then try a little 
hair / strand system. I appologie for the poor oral english. Although this is 
not a…




2017-03-04 14:26 GMT+01:00 Anto Matkovic 
<[email protected]<mailto:[email protected]>>:
Hello,

Thanks for linking. Actually I was able to keep the amount of loops, similar to 
ICE variance, all that in SOP network or 'modeling stack',  by swapping 
attributes between primitive and points, using options from Attribute Promote 
SOP, like summary, min, max and such. Plus a lot of modulo trickery of course. 
Worked nicely for this case, while perhaps this won't be enough for something 
more abstract, not relying on alive geometry, for example arrays for custom 
skin deformer, or who knows what else.

good luck


________________________________
From: Tim Bolland <[email protected]<mailto:[email protected]>>
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<[email protected]<mailto:[email protected]>>
Sent: Thursday, March 2, 2017 1:19 PM
Subject: Re: [Houdini] Working with strands the Softimage way

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<http://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




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