use instancefile to access geo saved somewhere...
in a point wrangle -
s@instancefile=chs("path");
now with the geo node, you gotta add the instance tab and turn on fast instancing.
use instancefile to access geo saved somewhere...
in a point wrangle -
s@instancefile=chs("path");
now with the geo node, you gotta add the instance tab and turn on fast instancing.
some of the newer tools in Houdini might do this, but it's quite nice to see how to do it manually.
point wrangle the curve, with heightfield in input 1..
float lift = chf('lift'); f@height = volumesample(1, 'height', v@P) + lift;
then plug that into a volume wrangle (input 1), heightfield in input 0
float width_min = chf('min_width'); float width_max = chf('max_width'); float ease = chf('roll_off'); int prim; vector uvw; float dist_crv = xyzdist(1, v@P, prim, uvw); float height_crv = primuv(1, 'height', prim, uvw); float mask = 1.0 - smooth(width_min, width_max, dist_crv, ease); f@height = lerp(f@height, height_crv, mask); f@mask = mask;
You can control the height with the "lift" slider made in the point wrangle, and the width/falloff in the sliders made in the volume wrangle.
typical basic kinefx rigging for organicish shapes
to summarise - convert to vdb, do a volume point sample. multiply the normal of the geo by the volume sample and then add back to the original position. It should push in -or out- for a packed cushiony effect.
nicely demo'd here by
Emīls Geršinskis - Ješinskis
https://www.youtube.com/watch?v=2yGxLHSYf8I
Lets say you've separated the head geo from the body for rigging purposes or otherwise.
How do you glue it back together reliably, without resorting to many individual vertex pair selections and fusing each?
UV's! As long as your mesh has good non overlapping UV's (which existed before you chopped it), you can promote them from vertex to point (might as well give it a new name, and keep the originals for actual texture use) then specify this new attribute at the Match Attribute (see below). Turn off Snap Distance, as the UV data is what will snap vertices/points together (in this case I've called it fuse_uv). I've left everything else in the Fuse node as default.
This is super handy especially if your model's point count is not fixed (eg you're not sure where you're cutting the model yet)
Simon Verstraete - Houdini blog #42 Orient (artstation.com)
SUPER useful to make orient from your Normal and Up vectors (you will of course have to make those first!)