Vex can yield higher performance. So if I knew the code, I'd rather code it, so its a little more efficient otherwise they're basically the same. and there are limitless ways to get to a result in Houdini thankfully.
@@mrbennelson Procedural modeling. The recently released Labs Polyscalpel is supposed to be more advanced than the basic Boolean, but using it is not straightforward, and the node itself is quite heavy to load.
In this case, I was just deleting the N point attribute that was created in the point wrangle, due to calling the @N variable. So they were old normals not accounting for the displaced, updated positions. But yeah adding a Normal node at the end would also work. So many ways to do the same thing.
I think if people are daunted by using Houdini, and VOPS helps bridge the gap, then eventually they will be able to tackle VEX and not be inhibited. I think it just comes down to learning preference and prior experience with 3D and coding.
Vex can yield higher performance. So if I knew the code, I'd rather code it, so its a little more efficient
otherwise they're basically the same. and there are limitless ways to get to a result in Houdini thankfully.
Would be interested in learning a bunch of methods to clean up geometry, especially the results of Boolean operations.
Thanks! Curious, are you typically fracturing with booleans for RBD sims or procedural modeling?
@@mrbennelson Procedural modeling. The recently released Labs Polyscalpel is supposed to be more advanced than the basic Boolean, but using it is not straightforward, and the node itself is quite heavy to load.
@@ideallyyours I'm also interested in achieving better kooking booleans in HD, especially on curved surfaces which is a mess.
Thank you so much for no code alternative bro!
✨👌😮😮😮👍✨
Thanks for your tutorials :)
gracias
Cool! Thanks
It's better to add a node "Normal" than a node "attribute delete N", isn't it? Anyway, it works :)
In this case, I was just deleting the N point attribute that was created in the point wrangle, due to calling the @N variable. So they were old normals not accounting for the displaced, updated positions. But yeah adding a Normal node at the end would also work. So many ways to do the same thing.
Ignoring vex isn't good idea overall
I think if people are daunted by using Houdini, and VOPS helps bridge the gap, then eventually they will be able to tackle VEX and not be inhibited. I think it just comes down to learning preference and prior experience with 3D and coding.
Until I can code in Vex, I am sticking to Vops, looks much frinedly.
I think that’s great! As you progress with Houdini you’ll pick up on bits of information and code if you need to.
No code (using VOPs) 😂