Carve by attribute - How to sort from base to branches?
148 2 0- Triplett
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- Joined: 5月 2020
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Hi all. I am a long time lurker, but is my first post. I am trying to animate a series of streams using the carve node so they begin at the edges of the frame (the origins of each stream) and proceed to the tips of the sub-branches, but I am having trouble. I have tried carve by attribute, and tried using a distance from object node to sort the lines as they get further from a centroid, but that doesn't appear to be working. Do I need to paint an attribute by hand?
- animatrix_
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Hi,
You can create a scalar attribute that starts at a specific point for each connected set of curves (using Fuse SOP) using SOPs like Find Shortest Path or Edge Transport.
You can create a scalar attribute that starts at a specific point for each connected set of curves (using Fuse SOP) using SOPs like Find Shortest Path or Edge Transport.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
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Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]
youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
- CYTE
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Hi,
I would also recommend this hda. It does not carve by 0 to 1 values but by the actual curve length.
Even if it might not do what you are after out of the box, it is much easier to set up with this one.
Cheers
CYTE
https://www.orbolt.com/asset/ynkr::curvecarve
I would also recommend this hda. It does not carve by 0 to 1 values but by the actual curve length.
Even if it might not do what you are after out of the box, it is much easier to set up with this one.
Cheers
CYTE
https://www.orbolt.com/asset/ynkr::curvecarve
Edited by CYTE - 今日 04:40:24
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