attributes houdini

Posted on October 8th, 2020

A list of filenames produced as the output of this bit of work.

We’ve got you.

This puts the copy sop into fast instancer mode.

This example uses one of the other trail modes to generate curves.

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New course updates straight to your inbox, along with special offers and discounts! In this section, we’ll cover how to create custom attribute visualisers, remapping values to a 0–1 range, and how to use colour ramps to visualise the interpolation of attribute values.

The main difference is that I create the same attr on the plane and a line called 'weight'. The viewport display of textures is an extra layer of confusion; that's the extra GLSL features of some materials. As an aside, the packed bounds is stored as a float array.

That point vop is where all the neat stuff happens: In the example scene I feed this setup to a fast point instancer, to instance cubes onto the points. Remember kids: "Friends (and now SideFX) don't let friends use Point Sops. A group in houdini is a selection of components, with a name. The sop alembic loader just throws it all into a big bin of packed geo, with a @path attribute there if you need it. The only thing you need to be aware of is this seems to only work if you have the Normal Lighting setting selected in the viewport. A transform matrix can be converted to a quaternion and back very easily, which is slightly easier to edit than a quaternion (ie, still not very easy to edit). PDG has a special attribute pattern syntax that can you can use to describe which attributes should be matched in nodes that can operate on multiple attributes. The point vop version is a little less succinct, but again, performs better with more geometry. TOP attributes are like point attributes, You can use them to set parameters in Houdini nodes called by the work items.

In a point vop I bring in the null point, and get the distance from each grid point to the null point. A type 'matrix3' is a transform matrix, a 'matrix' matrix, ie, a 4x4 matrix, includes extra elements to deal with shear and perspective transformation, which we don't need. Seems fiddly, but scales really well, the performance gains are well worth it. Solvers can be a little unintuitive at first, and have a few caveats. Use 'points from volume' to create an even grid of points inside it, Isolate the points, use 'connect adjacent pieces' in point mode to create a gridwork of edges to connect everything, Use 'find shortest path' to generate paths to the center point of the grid, Create a u-coord for each path, create a point for each path, animate it down the path, delaying the timing per point either randomly, or by a ramp, or by distance, Match up this new animating point with the original packed prim points, transfer the animation (bit more fiddly than expected), if the current point is in a group called 'soot', continue, otherwise skip (ie, we'll assume for the rest of the logic we're working with the bodies, otherwise we'd grow edges from all points to all other points), open a point cloud (in this case not a pre-saved cloud on disk, but the live input geo), set the search radius fairly wide, and the maximum returned points to 8. start a while loop that'll iterate over each point it finds. Change any value or formula (or sop), and the rest of the network tries to update itself as fast as possible. @P is of course the most important, if its not set you have no meaningful position. Chatting with FX sup and Dear Leader at Animal Logic Miles Green about a packed anim problem I was having, he mentioned off the cuff 'oh, set that other intrinsic to make packed geo use instance attributes'. Oh well. Here's the wrangle I'm using to set the instance path randomly: Amusingly, if you dive inside the instance sop, you'll find.... a copy sop, a switch node, and a stamp expression. Eg, say you have a flat ground plane, and want to scatter many copies of a tree, each with a random rotation around the y-axis.

You can inspect quite a lot about a setup, and you choose to, download a hip. Seems the slowdown is if you create lots of extra audio channels within chops, or do heavy audio processing. Here I have a null and a grid. Still, folk at work say there's times they still come in handy, so figured it was time to try. The documentation says the value the attribute expects is a float but I believe it’s just an error. For example, let’s say you want to wedge different render qualities.

Troubleshooting PDG scheduler issues on the farm. 1.

A lot of pre-v12 Houdini tutorials rely heavily on the point sop, using it to set point positions, normals, colour, velocity etc. Idea is same as the previous one, curves, scatter points, get uv's, animate their u attribute, interpolate on a curve to make them follow the path, copy packed boxes to the points.

If you need spaces (say you're matching against multiple point id's), enclose it in double quotes. He asked if it was possible to instance onto geo, and have the instances rotate to match the normals of the surface. It then iterates through the points it found, but note that it starts with 'for(i=1...' rather than 'for(i=0...' which is the norm. Hit enter, or double click, to go into its sub network. Workflow is: The motion isn't quite as slick as I'd like, but it's a good start. This example calls on a few things; create primitives, point cloud lookups, and if/while subnets. Because it often appears where you might write a maya expression (ie, on an animatable channel), editing tends to feel a little cramped, and the end expressions feels like an odd combination of mel and tcsh scripts. Exclude attributes matching the pattern from the results of the preceding patterns. The pure control, … If you want to create/destroy nodes, read from a central asset database, parsing text files or curious data in interesting ways... typically pythony stuff.

If you skip the initial group test to allow all points to link to all points, then you get the plexus style motion graphics stuff.

A range of values with a custom step size. Add some buildings, a simple car shape, its a barely passable car crowd sim.

So: I've revisited this setup, and realised this is a good example of when vops gets a little unwieldy.

You ask? This is useful for all sorts of things such as being able to animate patterns flowing through objects, having patterns move along with objects, etc.

The full list is in the docs: http://www.sidefx.com/docs/houdini14.0/copy/instanceattrs.

The only other thing to set is to use fast or full point instancing (the default is off). Some attributes (such as position) are automatically set by Houdini, but you can also manually set attributes and add your own custom attributes. Useful information to help you troubleshoot scheduling PDG work items on the farm. This will be updated each time the for loop runs, so if you channel reference these parameters from other nodes, it'll do a different thing each time.

This is like a sort in spatial locality mode, but it lets you define how many clusters of 'close points' you want created, and will give those clusters their own @cluster attribute. Try bypassing the attribcreate on the grid, you'll see the blend zone disappears, and you get a solid chunk of transfer that clips at the falloff distance. You can construct an pdg.ValuePattern object from a string and use the pdg.ValuePattern.contains function to test if a value is in the pattern.

Most audio is at 44000 samples per second, so to get an interesting output means you need this value to be in the thousandths-of-seconds realm.

Still, handy to know how to manipulate packed primtives.

Learn Vex, it's good for you. You can tilt the deformer around for more interesting effects: Or tilt it 90 degrees and make a cool whirlpool (here I also subtracted some height from the points the closer it gets to the center): Use Houdini for a bit and you'll start to lean on its unix style underpinnings.

The syntax is pretty simple: That multiplies each point id ( @ptnum) by the current frame (@Frame) and 0.002, and assigns it to each point's y-position ( @P.y ). Enable useful attributes in the FLIP solver. In maya-speak, we're reading a single particle (that we visualise as a sphere), read its position, compare to each vertex in a grid, and warp those verts towards the particle if they're too close. Alternatively, you can call the pdg.AttributePattern.contains function directly to match against a specific attribute name and type.

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