XaiJu
entagma
entagma

patreon


AHTYA04 - Working With Clones Part 1

3D packages other than Houdini often offer a dedicated system to control and animate lots of clones. Be it Mash in Maya, MoGraph in Cinema4D or Animation Nodes in Blender. In Houdini you have to build such a system yourself, if you want to quickly and easily animate clone effects. In todays episode of AHTYA I'll show you how to code a cloning system with falloffs and effectors. We'll dive deeper into VOPs this time and create interfaces for our operators. This video is the foundation for the next video to come in 2 weeks that will explore clone setups in more detail.


AHTYA04 - Working With Clones Part 1

Comments

The primitive sphere has 1 point but how can I use the falloff if I have multiple points like a text

Frederike Bruijn

Kudos for the tuts!

Luis Román

Hi Juan. None of them is there. Because things in Houdini work a little different than in Xpresso. As you always compute stuff on all elements at once a result node would be of limited use. Instead you just write your values to an attribute and use the geometry spreadsheet to inspect the values. You can do this anywhere in your graph. If you just want to have a look at the values just use an attribute called dbug or something similar. cheers mnu

Entagma

Is there a result node equivalent in Houdini to read values or spy type node to inspect ?

Juan Iturbe

100 % new here, total noob starting from c4d, amazing content Thank you

Juan Iturbe

Another clear, complete lecture. Thanks!

Maury Rosenfeld

Hi guys im learning a lot :D. I almost replicated this tutorial in vex hiting f1 all the time xD. If it is usefull for someone, this is the file <a href="https://drive.google.com/open?id=1hlLO-rmU6mOq7gr1mxVLNpy-j_BNHo68" rel="nofollow noopener" target="_blank">https://drive.google.com/open?id=1hlLO-rmU6mOq7gr1mxVLNpy-j_BNHo68</a>

Hugo Mejicanos

VOP is more graphical for beginner to understand. both are great.

Yue Wu

Haha I agree.

JP Castel

thank you. very useful. about vex and vop : I also like to learn vex but I personally prefer he do it it in VOP because he explain everything very well in VOP and make it easier with the help of VEX101 to imagine how it would look like in VEX. also we can always see the code generated by any VOP node right ? I hope he keep using VOP unless it's 2 or 3 lines vex codes it's not a problem. I think you should be carful when you ask entagma to start using VEX. if you don't believe me check their Vimeo vex tutorials. they VEX the hell out of my brain 🧠 . so plz stay with VOP for now :D

Ash

Personally I like both. Sometimes easier to iterate and understand different noise types in VOPS, but sometimes love the straight forwardness and simplicity of VEX. So my vote would be to jump between both as you wish. That's just my opinion because I like learning VEX. Maybe also better idea to keep VEX for VEX101 and use VOPS in AHTYA, considering it's aimed at beginners.

JP Castel

Perfect:-) I can do everything in VEX instead of VOPs in the future of you prefer. I always thought People prefer VOPs

Entagma

Haha, was thinking exactly the same thing as I was watching this. So I tried myself, and this is what I came up with. vector pnt1 = point(1, "P", 0); vector rad = getbbox_max(1); vector pnt2 = @P; float grad = distance(pnt1, pnt2); float falloff = fit(grad, 0, rad[0], 1, 0); @Cd = set(falloff, 0, 0); float height = chf("Height"); float shape = chramp("Shape", falloff); float displace = height * shape; @P.y += displace;

JP Castel

What exactly do you have in mind?

Entagma

Do you think it might be beneficial as part of the VEX 101 stream to recreate this as a VEX only tutorial?

jimbachalo


More Creators