Hi everyone,
Is there a way to freeze the point number of points from a scatter sop ? Which means that when I delete some points, the point number of each point always remain the same…
I know that it's a simple question, the answer may be simple too…
Thanks !
Freeze point number of the scatter sop
7964 5 0- Lewul
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- Lewul
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http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=110658&sid=da6cd30fedec1b6abf5a2db6dd31e89e [sidefx.com]
I'll try that
EDIT : Yeap, it worked !
I'll try that
EDIT : Yeap, it worked !
- Lewul
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- masquerade
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Actually you dont have to convert them to particles. Right after the scatter sop put an attribute create node, use $PT for value, give it a unique name. Now even if you delete some points using expressions or whatever, the attribute you create before delete operation wont change and you can use that attribute instead of $PT
- RandomGex
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Hey guys, I hate to dig up an old post, but I'm having similar trouble. I'm new to both Houdini and coding, so I still stumble trying to wrap my head around expressions and vex code.
The project I'm working on involves growth propagation of points (Basically this tutorial https://vimeo.com/149939158 [vimeo.com] )
and I got through that just fine. But, now I'm trying to modify it a bit using a “Find Shortest Path” and a couple groups to assign start and end points. It would require the point numbers to freeze to the point as it's created. Right now, the point numbers seem to be randomly assigned as the points grow in number and the resulting geometry jumps around over the course of the growth.
This seems like the way to go, I just don't know how to reference/recall that attribute to assign those numbers to the points after the delete node. Any help would be much appreciated.
The project I'm working on involves growth propagation of points (Basically this tutorial https://vimeo.com/149939158 [vimeo.com] )
and I got through that just fine. But, now I'm trying to modify it a bit using a “Find Shortest Path” and a couple groups to assign start and end points. It would require the point numbers to freeze to the point as it's created. Right now, the point numbers seem to be randomly assigned as the points grow in number and the resulting geometry jumps around over the course of the growth.
masquerade
Actually you dont have to convert them to particles. Right after the scatter sop put an attribute create node, use $PT for value, give it a unique name. Now even if you delete some points using expressions or whatever, the attribute you create before delete operation wont change and you can use that attribute instead of $PT
This seems like the way to go, I just don't know how to reference/recall that attribute to assign those numbers to the points after the delete node. Any help would be much appreciated.
- circusmonkey
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