So many useful nodes I must try out! Great tutorial. I cant’ seem to wrap my head around simple VEX but I’ve managed to understand VOP nodes enough that I can translate your VEX snippets into my own VOP nodes which has helped me a lot in being able to reproduce stuff like this myself
hi Rohan, i want ask a question about RenderMan for Houdini, i want to know "every parameter" of it , but the documentation doesn't look complete for every parameter ,where can i get them? than you
You don't need to manually assign a variant attribute to each source geometry. You can merge them all together as they are, put a Connectivity SOP (set to Primitive) after the merge, and set the attribute name to 'variant' on the Connectivity SOP. Also, when converting the noise float attribute to variant integer, you can use rint() to round it off, so you can specify the correct range for the number of copies you have.
very useful tks Rohan Is there a way to looping multiple animations? I mean how reference different file path with progressive prefix number . The goal is copy to 5 points 5 animations and each animation file path is progressive ( anim_01.$F3, anim_02.$F3, anim_03.$F3......) Is it possible?
The simplest way is to write a code in the file node itself C:/file`point(”../foreach”,0,"attribute",0)` That will allow you to bring in a different file for every point number or based on whatever attribute you've generated. For animation offset you'll need to use a time shift and add a code in there $F - point function
@@rohandalvi It works, tks, but what if the number of destination points are more than the animations to copy? ....maybe I have did something wrong ...
Thank you very much! Finally i get a clear picture of how and when to use the For Each nodes. Thanks! Thanks!
Great tutorial, covers many aspects of the Houdini work. Thank you, Rohan!
So many useful nodes I must try out! Great tutorial. I cant’ seem to wrap my head around simple VEX but I’ve managed to understand VOP nodes enough that I can translate your VEX snippets into my own VOP nodes which has helped me a lot in being able to reproduce stuff like this myself
Love your tutorials, for someone just learning Houdini this is so clear and helpful, many thanks
excellent as always!
Thanks
Thank You very much, Rohan!
I'm slightly confused about Pack and Instance. If you are using the same object but just randomizing the size, should I pack and instance?
Thanks for this amazing tutorial. What about using Compile Blocks? They use multicore. Will it affect performance?
hi Rohan, i want ask a question about RenderMan for Houdini, i want to know "every parameter" of it , but the documentation doesn't look complete for every parameter ,where can i get them? than you
You don't need to manually assign a variant attribute to each source geometry. You can merge them all together as they are, put a Connectivity SOP (set to Primitive) after the merge, and set the attribute name to 'variant' on the Connectivity SOP.
Also, when converting the noise float attribute to variant integer, you can use rint() to round it off, so you can specify the correct range for the number of copies you have.
Thanks , I'll remember that for future use. :)
@@rohandalvi Cheers. Big fan of your content, btw.
I was thinking this while watching, glad to hear it’s tried and tested. This example is probably easier to understand for beginners though.
very useful tks Rohan
Is there a way to looping multiple animations? I mean how reference different file path with progressive prefix number . The goal is copy to 5 points 5 animations and each animation file path is progressive ( anim_01.$F3, anim_02.$F3, anim_03.$F3......)
Is it possible?
The simplest way is to write a code in the file node itself
C:/file`point(”../foreach”,0,"attribute",0)`
That will allow you to bring in a different file for every point number or based on whatever attribute you've generated.
For animation offset you'll need to use a time shift and add a code in there
$F - point function
@@rohandalvi I will try, Thank you Rohan
@@rohandalvi It works, tks, but what if the number of destination points are more than the animations to copy? ....maybe I have did something wrong ...
@@paoloricaldone6273 that will be tricky, you'll need to do a modulus. I'm not entirely sure what the code will be for that.
@@rohandalvi Thanks for the reply Rohan. If I can find the way I will share it with you.
But it seems to be no usefulness if I want the individual flower to be controlled seperated after copied to different points. Can that be implemented?
may you show how the new sop copy to curves works for the next?
ok :)