Looks very interesting method! but I'm not sure I got it, at 04:20 Are you using Copy to Points? How are the instances get copied onto the grid? When I try this method, with Copt to Points, I get all the 3 types of geo's copied to each point... Thanks!
Hi, I'm not using a copy to points. I create an instance attribute on the points and set the geo path as value. So at rendertime houdini picks up the attribute and 'copies' the geo from the instance attribute to the points
@@imakegreateggs Heyy sry its quit a bit since last used octane in Houdini. Usually this should be found either at the obj level on the geo node or in the material
@@Nicolas_Drum I tried with "Custom Point Attribute on instances" assigned to Texture Instance Color node, but it doesn't work. I might be doing something wrong.
thanks! how does this differ from checking the "instance" checkbox in the copy to points node though? is this additional step needed to instance geometry after that?
If you want to instance at rendertime then no at least not that I'm aware of. You can either instance an already animated/simulated geometry or you can simulate a bunch of copies based on individual id or piece attributes. :D
I think it's not necessary to use the attribute create because houdini recongices the "instance" attribute, you can create attribute randomize directly.
Hello, I really want to know how to randomly size and rotate substitute objects, and so on. Can you give me a tutorial, big shot! Don't miss the tutorial just because I reply!!!! Or you can share a project with random size and rotation, thank you very much!
Hi, maybe I'll do a tutorial but for now maybe this helps. You can do it using an 'Attribute Randomize' node after the scattered points and set the attribute to pscale also for Tree Rotation for example the scatter align node where you can set a random cone angle for the rotation and blend the normal with the y axis :D When u just want to randomize the rotation i suggest using a point wrangle
Helpful, thanks!
@@krystianplich3859 Awesome! :)
Looks very interesting method! but I'm not sure I got it, at 04:20 Are you using Copy to Points? How are the instances get copied onto the grid? When I try this method, with Copt to Points, I get all the 3 types of geo's copied to each point... Thanks!
Hi, I'm not using a copy to points. I create an instance attribute on the points and set the geo path as value. So at rendertime houdini picks up the attribute and 'copies' the geo from the instance attribute to the points
How can I assign the Cd attribute from the points to the instances? I just have one cube for instance and each point has Color. Octane of course.
@@imakegreateggs Heyy sry its quit a bit since last used octane in Houdini. Usually this should be found either at the obj level on the geo node or in the material
@@Nicolas_Drum I tried with "Custom Point Attribute on instances" assigned to Texture Instance Color node, but it doesn't work. I might be doing something wrong.
thanks! how does this differ from checking the "instance" checkbox in the copy to points node though? is this additional step needed to instance geometry after that?
can this be done with karma?
@@Darikage Yes although the process is different, check the Instancer on stage
Can you apply vellum solver to the instances?
If you want to instance at rendertime then no at least not that I'm aware of. You can either instance an already animated/simulated geometry or you can simulate a bunch of copies based on individual id or piece attributes. :D
I think it's not necessary to use the attribute create because houdini recongices the "instance" attribute, you can create attribute randomize directly.
ur absolutely right
Hello, I really want to know how to randomly size and rotate substitute objects, and so on. Can you give me a tutorial, big shot! Don't miss the tutorial just because I reply!!!! Or you can share a project with random size and rotation, thank you very much!
Hi, maybe I'll do a tutorial but for now maybe this helps. You can do it using an 'Attribute Randomize' node after the scattered points and set the attribute to pscale also for Tree Rotation for example the scatter align node where you can set a random cone angle for the rotation and blend the normal with the y axis :D When u just want to randomize the rotation i suggest using a point wrangle