Clem Lysergy
clem.lysergy
About Me
Connect
LOCATION
Not Specified
ウェブサイト
Houdini Engine
Availability
Not Specified
My Gallery
Recent Forum Posts
Heightfield Scatter - Using piece attributes 2024年10月14日16:39
rmon61
partially fixed
Thanks for looking into this and interesting solution. Someone also helped me out on facebook and it turns out that all that is needed is to pack each tree
Heightfield Scatter - Using piece attributes 2024年10月10日20:23
So I am scattering trees on a heightfield, and have a four loop which creates 10 variations of tree. I giving each version a unique name based on the loop iteration.
To the side I've created another loop to lay out the variants, just to test and admire my selection of beautiful trees, iterating based on the name attribute.
But then when I put it into a heightfield scatter, defining pieces with the name attribute, I'm just getting points. When I just had the trunks, I had the pieces defined by connectivity, and that worked fine. However after adding the branches each tree contains unconnected geometry, so everything got scattered all over the place.
What am I missing about how defining pieces by attribute works?
(BTW I realise I could use the tree generator, but this is just a practice challenge I set myself to help get back into Houdini.)
Thanks!
To the side I've created another loop to lay out the variants, just to test and admire my selection of beautiful trees, iterating based on the name attribute.
But then when I put it into a heightfield scatter, defining pieces with the name attribute, I'm just getting points. When I just had the trunks, I had the pieces defined by connectivity, and that worked fine. However after adding the branches each tree contains unconnected geometry, so everything got scattered all over the place.
What am I missing about how defining pieces by attribute works?
(BTW I realise I could use the tree generator, but this is just a practice challenge I set myself to help get back into Houdini.)
Thanks!
Image Not Found
Mocapbiped SOPs skipping when looped 2022年7月20日19:34
Thanks mestela, I'll give that a go ... I'm bringing it into KineFX so might also see if I can apply a similar fix there.