Latimerias Posted February 2, 2022 Share Posted February 2, 2022 Ill try to explain this my best, i have a point cloud with a group of points that are like patches on the pointcloud (the white points below). I want to start a gradient kind of like an infection outwards from these groups to end up creating a noise type look. Ideally in the end the white patches would have a float value of like 1 and the red points would have a float value of 0 with a gradient at their edge which would have a controllable length. Using a sort of infection type solver or pcfind functions has been very slow because i am starting from these point patches and i need it to be fairly fast and iterable. I was thinking some sort of world coordinate based system like a noise would work well for this since you dont do any point searching which would allow for easy gradients but i dont know how i can initiate it from these start patches. Thankyou! Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 2, 2022 Share Posted February 2, 2022 @Latimerias maybe it Helps Gradient Growth.hiplc Quote Link to comment Share on other sites More sharing options...
Latimerias Posted February 2, 2022 Author Share Posted February 2, 2022 Thankyou, but im looking for something not recursive and ideally not point calculation based. It seems junichiros method uses nearpoints and since im operating on a pointcloud i would have to use pcfind which is very slow. Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 2, 2022 Share Posted February 2, 2022 @Latimerias Hm maybe this! Its fast Fus.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 2, 2022 Share Posted February 2, 2022 @Latimerias or you can use solver on rest Near points with noise.. Quote Link to comment Share on other sites More sharing options...
Latimerias Posted February 2, 2022 Author Share Posted February 2, 2022 (edited) That Fus.hip works very fast it is certainly an option i will look at. However i am still wondering if there is a way to use world coordinates with noise or something to get very smooth gradient like on the pighead below. I can then use the gradient to manipulate tons of values and it visualizes well and does not use a solver/recursion. If i were to do it with the iteration based method using pcfind yours is certainly faster but then for each iteration i would need to divide each expansion iteration by the iteration number to get a gradient and apply some randomness which kills a lot of the art direction you get with noise and ramps. ramps like here Edited February 2, 2022 by Latimerias Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 2, 2022 Share Posted February 2, 2022 MM @Latimerias something like growthFallow with weights on any directions ---I have those ...just Please search on gitHUb ..some Nice Dudes from Asia posted those otl's.Have Fun..searrch same name . Quote Link to comment Share on other sites More sharing options...
Yader Posted February 2, 2022 Share Posted February 2, 2022 Look into the Distance from Geometry SOP, that should give you the growing pattern your looking for. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted February 2, 2022 Share Posted February 2, 2022 Never use it yet for that, but there is also the new pyro spread SOP ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
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