Thanks for the great tutorial! In Houdini you can copy the @pscale attribute to a @width attribute, and Blender recognizes it as the radius attribute automatically (also works with points). It's a cool trick to pass any float attribute from Houdini to Blender without an extra .abc file. For the Cd I think you still need the extra alembic unfortunately.
is there a way to better "wrap" the curves to the geometry, but not using ray minimum distance? probably by uv sampling or creeping with the xyzdist in primitive space
I started out with a little solver setup similar to this oldish video of ours, but in the end shifted to a simple copy to points approach because it was just faster to build for a video and did not look that much worse. But the solver approach will get you more accurate results: th-cam.com/video/Fe80EJ2-HwA/w-d-xo.html
Thank you. I'm asking this purely out of curiosity: if you were to do this entirely in Houdini, at what point would the software struggle to provide the solutions you require (if that makes sense)?
Right up until you need textured brushstrokes. Everything else could be built quite comfortably in Copernicus, but the texture would be very hard to implement. And I also love that I get a super fast viewport in Blender that looks exactly like my rendering. Copernicus would be quite a bit slower to update.
Thanks for the great tutorial! In Houdini you can copy the @pscale attribute to a @width attribute, and Blender recognizes it as the radius attribute automatically (also works with points). It's a cool trick to pass any float attribute from Houdini to Blender without an extra .abc file. For the Cd I think you still need the extra alembic unfortunately.
Oh thanks! I'll give this another shot and see if there isn't some naming convention for vertex colors hiding there somewhere.
is there a way to better "wrap" the curves to the geometry, but not using ray minimum distance? probably by uv sampling or creeping with the xyzdist in primitive space
I started out with a little solver setup similar to this oldish video of ours, but in the end shifted to a simple copy to points approach because it was just faster to build for a video and did not look that much worse. But the solver approach will get you more accurate results:
th-cam.com/video/Fe80EJ2-HwA/w-d-xo.html
Thank you. I'm asking this purely out of curiosity: if you were to do this entirely in Houdini, at what point would the software struggle to provide the solutions you require (if that makes sense)?
Right up until you need textured brushstrokes. Everything else could be built quite comfortably in Copernicus, but the texture would be very hard to implement. And I also love that I get a super fast viewport in Blender that looks exactly like my rendering. Copernicus would be quite a bit slower to update.
@@Entagma Thank you
Why not export and import via USD sir?
Blender x Houdini ❤️