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goal effect like maya


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Ok, so in maya you find your uv's, normalize your surface, and distribute them at their starting point upon creation then travel them according to time in the runtime. Try using a creep sop or pop in houdini. (Don't have it in front of me right now) but if you could find a way to do the same thing with these it would work. So randomly distributing is pretty much the same, with a little syntax change, then in runtime, remember smoothstep is smooth in houdini, linstep is lerp. Travel them over time. Use exhelp lerp or smooth in the textport to get correct syntax. I dont' quite get how to establish to uv parameters on the creep pop. There's a parameter for primuv and I don't know how to control that. If anyone wants to offer their advice, love to hear it, thanks!


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