nomad Posted December 6, 2008 Share Posted December 6, 2008 Hello everyone ! Is there any way to define the second input inside the VOP SOP node for blending first and second inputs together? There are very useful presentation by Andy Boyd, I am trying to recreate something similar to the tree. http://www.a3d.co.uk/siggraph_talk/img30.html Probably he used VOP SOP to blend between two inputs. It can be done with blend regions operator or any similar... But how did he define the second input inside the vop SOP ?? I cannot find any import node for it. thank you Quote Link to comment Share on other sites More sharing options...
graham Posted December 6, 2008 Share Posted December 6, 2008 To get info from inputs > 1, you have to use Import Attribute Vops. See the attached file. In order to get the positions from the 2nd input, import the P attribute, set the ptnum for that import to be the same ptnum as the first input geo and then just blend them with a mix vop. vopsop_blend_position.hip Quote Link to comment Share on other sites More sharing options...
nomad Posted December 7, 2008 Author Share Posted December 7, 2008 thank you graham, you helped a lot Quote Link to comment Share on other sites More sharing options...
nomad Posted December 7, 2008 Author Share Posted December 7, 2008 (edited) Continue to learn houdini's procedural secrets .. The aim is to blend the shapes along their Y axis. The solution i reached is to mix two shapes controlled by color bias transfering from the line sop. i dont think it is the right solution. And i am shure it is not the best one.. it looks a bit of stumbling... Can you point me on more rational way to do that ? thanks again .. and sorry for borrowing your time .. tree_1.rar Edited December 7, 2008 by nomad Quote Link to comment Share on other sites More sharing options...
anim Posted December 7, 2008 Share Posted December 7, 2008 it's all in the slides you refered color red = $BBY so instead of your's attrib transfet node use point sop, change Keep Color to Add color and in color red type $BBY instead of $CR which is there you can also type (1-$BBY) to invert the gradient or you can use much cleaner approach since you are using mountain SOP which is VEX based you can directly override height parameter of the moutain SOP with an attribute so connect your tube into attribcreate SOP, name the attribute "height" and in value type $BBY or (1-$BBY) to multiply the height use e.g 1.3*$BBY, you have to do it here because the height slider in mountain SOP won't be doing anything now now connect this attribcreate SOP into mountain SOP and you are done, no need for blending in VOPs unless you need more control Quote Link to comment Share on other sites More sharing options...
nomad Posted December 7, 2008 Author Share Posted December 7, 2008 anim thank you for explanation, it is really helpful ! the clearer result with much flexibility way Quote Link to comment Share on other sites More sharing options...
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