netherknight 0 Posted September 3, 2020 Hi all, I'm looking into a way to apply a "feather" effect to a group transfer. I this case I would like to have a grid of points where the edges are selected with a gradient to apply a higher level of detail. (See image) My thoughts sofar was to create a box around my grid and use group transfer with a distance threshold. However, this cuts off rather abruptly causing less of a gradient and more of a border. I've made a .hip file (attached) where I've attempted a rudimentary "bleeding effect" What I did for those who don't want to check the .hip is selected the border, then over a series of nodes selected a higher random number of points with a smaller distance threshold. This works though it is very messy/inefficient and isn't very user friendly. My question is how to approach this in a more procedural manner? And a follow-up question would be how to apply such a gradient grouping based on other objects, for example, a camera. Though this is less needed and more of a pondering. Any help would be appreciated. -Thomas Gradientgroupselect.hip Share this post Link to post Share on other sites
konstantin magnus 1,188 Posted September 3, 2020 Hi Thomas, you can feather groups with the distance from geometry-node along with group expressions like: fit01(rand(@elemnum), -chf('border'), 1) > @dist * 1.0 / chf('radius') feather_groups.hipnc 1 Share this post Link to post Share on other sites
netherknight 0 Posted September 7, 2020 (edited) That sounds great! However, I believe this is a feature in 18.0. Which of course won't work in 17.5. Is there a way of getting this to work in 17.5 without having to upgrade? Edit: it doesn't have to be as elegant as the distance from geometry-node but something we can use before we've made the switch to 18 Edited September 7, 2020 by netherknight Share this post Link to post Share on other sites
Librarian 869 Posted September 7, 2020 @netherknight You have here solution Hope it Helps http://www.esoastudio.com/houdinibasicnotes Share this post Link to post Share on other sites
konstantin magnus 1,188 Posted September 7, 2020 1 hour ago, netherknight said: I believe this is a feature in 18.0. Which of course won't work in 17.5. I heard it was called 'falloff' before. Alternatively you could also look into a VEX function called pcfind(): https://www.sidefx.com/docs/houdini/vex/functions/pcfind.html Share this post Link to post Share on other sites