brain Posted March 5, 2003 Share Posted March 5, 2003 Hi, I modelled a landscape and a grid of gras. Now I want to get the gras copied over the landscape. But the COPY SOP doesn't really function the way I want it. The sample file can be wonloaded here: http://stud.fh-wedel.de/~mi4236/gras.zip Hopefully anybody can help me. The Problem is that I am using version 4.1 of Houdini, so if you are using a 5.x version I am not able to open your file. So it would be nice if you could just post how to get it to work. Thanks Quote Link to comment Share on other sites More sharing options...
plan9 Posted March 5, 2003 Share Posted March 5, 2003 hey there brain, consider this method, it should work in 4.1 [first network - ground] grid - nurbs or poly, doesnt matter, can convert - size - 10x10 - rows/columns - 10 | | fractal - divisions - 2 or 3 - adjust other params to taste | | divide - toggle "bricker polys" - size - depends how dense you want the grass, try .08 note: i usually turn this off until im ready to render, it can get very dense [second network - grass] - plop down 2 curve sops & model them differently, use 4 pnts to create the nurbs curve..any more than that is unecessary. - append point sops to the curves, i have the following expressions in the x,z Position field: x: .1*sin(($F*3)+($PT*36))+.1 z: .1*sin(($F*1.5)+($PT*36))+.1 you can copy the same expression into the 2nd point sops x,z positions as well...but youll need to tweak it - append transforms to the points...dont adjust anything just yet - pipe the xforms into a switch sop...no adjusting yet - append an attribcreate sop & in the "Name" field type, width - default - .002,.002,.002 - value - .001,.001,.001 note: values are micro for thin blades...if you want fat hefty ones, crank the values up. you wont see this until you render. - leave the other params as is...or if youre bored, tweak 'em - append a copy sop to the attribcreate sop - toggle off rotate to normal & transform cumulative - jump to the stamp folder, and plug these digits in: var1 - which, param1 - rand($PT)*1 var2 - sizer, param1 - rand($PT)*.7 note: once all this is done, play with the expressions values, youll see what they do - set down a shop sop and go to SHOPs, set down a hair shader and make it grassy in color...set the shiny attribute to something low, 1 for example - go back to your transform sops, toggle off "pivot about group centroid" - in the uniform scale plop in the variable you just made in the copy sop param("sizer",0) - do the same for the other transform sop - go to your switch sop, and in "select input", type this param("which",0) pipe the 2 networks into a merge sop and render...should have a thick head of grassy stuff... render out geo files for a somewhat less computation heavy scene Quote Link to comment Share on other sites More sharing options...
brain Posted March 5, 2003 Author Share Posted March 5, 2003 Thanks very much for this "tutorial". I will try it! When I have finished my scene I will post some images. Until then you can look here: http://stud.fh-wedel.de/~mi4236 Quote Link to comment Share on other sites More sharing options...
brain Posted April 26, 2003 Author Share Posted April 26, 2003 I have finished my boat, but without the grass. You can see it at www.vonderschhmitt.de Quote Link to comment Share on other sites More sharing options...
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