jon3de Posted August 16, 2015 Share Posted August 16, 2015 (edited) Hi, I bought the 3D galaxy Tutorial on cmivfx. Unfortunately I need some help already at the beginning. A circle is used to scatter some points on. When the the circle type is changed to "Polygon" the points change the distribution in the tutorial like in the screen. I tried to set this up but in my setup the points are always evenly distributed on the surface. I found some notes on the internet that the scatter sop was rewritten. I do not know if thats the reason or if I missed some settings. I would be grateful for some help here. Maybe anybody has a tip for me how I can achieve that effect in houdini 14 if its no more possible to do it the way I did it. kind regards Jon Edited August 16, 2015 by jon3de Quote Link to comment Share on other sites More sharing options...
Werner Posted August 16, 2015 Share Posted August 16, 2015 (edited) Just switch or slide off Relax Iterations in the scatter SOP Edited August 16, 2015 by Werner Quote Link to comment Share on other sites More sharing options...
jon3de Posted August 16, 2015 Author Share Posted August 16, 2015 I tried that before. It doesnt give me the desired result. It changes the distribution a little bit but doesn´t center them. kind regards Jon Quote Link to comment Share on other sites More sharing options...
bandini Posted August 17, 2015 Share Posted August 17, 2015 Looks like they changed how the scatter function works internally with the circle prim. You can try scattering by uv, and use a radial ramp for texture distribution. Won't be exactly the same, but should get close. Files attached. (See the COP network to generate the ramp texture) scatter_fix.hiplc 1 Quote Link to comment Share on other sites More sharing options...
jon3de Posted August 17, 2015 Author Share Posted August 17, 2015 Thank you very much. I will look into this in the evening. Jon Quote Link to comment Share on other sites More sharing options...
mestela Posted August 17, 2015 Share Posted August 17, 2015 Or this one, uses distance to the origin to calculate density rather than uv's. Always nice to have more than one way. disc_radial_density.hip 1 Quote Link to comment Share on other sites More sharing options...
jon3de Posted August 17, 2015 Author Share Posted August 17, 2015 Especially for me as a beginner. I will definitely look at them. Thank you very much. Quote Link to comment Share on other sites More sharing options...
edward Posted August 17, 2015 Share Posted August 17, 2015 The hacky workaroundt is to do "cd /obj/myobj; opadd -e scatter" but there's far better controls on the new scatter. 1 Quote Link to comment Share on other sites More sharing options...
michael Posted August 17, 2015 Share Posted August 17, 2015 yep - new scatter is better but most of the tutorials and example files you might find will be using the old one... please don't use the old one (bad Edward!), use the new one and just play around - you CAN get the same results with the new one. Quote Link to comment Share on other sites More sharing options...
jon3de Posted August 18, 2015 Author Share Posted August 18, 2015 At the end I used a little changed version of mestelas idea. Just for learning purposes. I used the fit expression to fit the distance to another range. The version with texture map worked great also.Thanks. But I get a watermark in my render and I didn´t wanted to have some Houdini star formation in my galaxy kind regards Jon Quote Link to comment Share on other sites More sharing options...
PeterHawk Posted August 17, 2020 Share Posted August 17, 2020 tried your expresion, but how to show particles? cond I can't find the Orbit node is there an alternative? Quote Link to comment Share on other sites More sharing options...
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