Jump to content

Search the Community

Showing results for tags 'vine'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 1 result

  1. I'm trying to build out an idea for an HDA that would create a vine along a surface based on a find shortest path SOP and some controllers for where the start and end points would be to control how long the vine is. This is mostly intended to be a tool in a realtime engine with the idea that it would be cooked into a static mesh (so it doesnt need to animate). I have the main branch generating fine but I am attempting to create some branching points from the main curve to create child branches from this main branch. However, I'm fairly new to Houdini and kind of stumped where to go from here. Currently I'm scattering points from the main branch and attempting to drive them away from the main branch while following along the surface normal of the underlying mesh. I've got something really basic(just sending them out at a random vector direction and snapping them to the surface) but I feel as though this method doesnt give me any control. I thought about trying to make the branches use a find shortest path as well but Im not sure how to control where the start and end points would be procedurally, hence why I was trying to create curves along the surface normals in an attribute wrangle instead. I attached a .hip file for anyone willing to take a look. Thanks for any advice, I appreciate any pointers in understanding VEX better. IvyGrowing.hip
×
×
  • Create New...