I just started with houdini and that's why I'm a noob, but I don't understand how the attribute create came into play, because the name of the attribute was left default attribute1, but the relax points was set to pscale? Thank you as always, all your videos are an inspiration
yes you're right, the attribute name should be pscale, here you can find the edit from Mo and a .hip file with the new smooth node: vimeo.com/169438763, just scroll in the comments
I can't get the new smooth to give as nice of a result as the old one. Are there specific parameters I'm missing? Or is there a way of using the old smooth node? Thanks so much for this awesome tutorial!
How can we make the simulation follow a texture like you here you used NOISE which is also a texture of constituting of blacks and whites. Can we use custom textures for example specific shapes and then drive these lines and simulation according to that?
I just started with houdini and that's why I'm a noob, but I don't understand how the attribute create came into play, because the name of the attribute was left default attribute1, but the relax points was set to pscale? Thank you as always, all your videos are an inspiration
yes you're right, the attribute name should be pscale, here you can find the edit from Mo and a .hip file with the new smooth node: vimeo.com/169438763, just scroll in the comments
I can't get the new smooth to give as nice of a result as the old one. Are there specific parameters I'm missing? Or is there a way of using the old smooth node? Thanks so much for this awesome tutorial!
Set the "constrained boundary" to none and it will work like in the tutorial hehehe
Thanks, I did the same but with a for loop.
How can we make the simulation follow a texture like you here you used NOISE which is also a texture of constituting of blacks and whites.
Can we use custom textures for example specific shapes and then drive these lines and simulation according to that?
Very nice explanation. I will try to implement this in 3d :)
Great, thanks!
That was fun! Thank you :)
Hey, how can we control how far the growth goes? Can we limit it's growth?
Can someone explain what Entagma did at 4:19
cut the nodes, create a solver, paste the nodes.
You keep calling the attribute create attribute "pscale" when it's still named "attribute1"?
First link in description is broken, otherwise great tutorial as always
Is there a way to render these lines without illustrator and just using the Houdini?
Sorry for the noob question
Do you have tutorial for 3d agreggation?
Look no further: entagma.com/vex-in-houdini-diffusion-limited-aggregation-plus-rendering-in-mantra-redshift/