Awesome explanation, but what if even my points are animated? lets say I animate my points on the x axis, and I want them to stick to the deforming sphere, how would you approach this?
great explanation man, thanks for everything you do! however i have a bit of an issue when recreating this, the issue being on the second example when i do the xyzdist, it mostly returns the values on the edges of the geometry, almost none on the faces... can't find a solution anywhere
Do any of your courses explain how to do this with simulation points in a pop net? I want to be able to do simulations like the ones in your Particle Freeze FX course, but move the branches via primuv coordinates onto an animated mesh. Thanks. I'm a big fan of your tutorials.
Hi there! In the Particle Freeze course, the branches are generated by particles that travel along the surface. After the curves are created on the rest geometry, you can then use the xyzdist primuv method to stick them to animated geometry. Or you can stick them to animation with a simple point deform node.
I am a bit lazy to recreate this setup and test it myself, but at 16:30 can we instead plug the GEO to the third input and refer to it in the "vector pos" line?
Yes you can. But I separate the wrangles for efficiency's sake. The xyzdist wrangle will only run 1 frame, since the geometry is frozen ( so it only needs to compute 1 frame, because of the time shift that freezes the second input geo). When you update the position with the prim and uvw however, this needs to run every frame. If you were to use the third input on the same wrangle, the xyzdist function will have to recook every frame, and it will run a lil bit slower. Now I'm not talking huge performance hits here, but if you're working with high point counts and dense geometry, this can help speed things up quite a bit. But using the same wrangle for both functions will work the same
For millions particle in popvop what is the fastest to retrieve attribute xyzdist with primuv or pcopen with pc filter ? Someone told me of PGFIND that is for big number. Your tuts really greet and top notch info. I want to buy your last rock formation soon.
Hello, XYZDist with PrimUV is definitely faster than pcOpen. They both kind of do the same thing, but with PCOpen you will usually get a smoother result if you're doing a particle simulation. But xyzdist is definitely faster if you can get away with it!
@dist = xyzdist(1, @P, i@prim, v@uvw);
vector pos = primuv(1, "P", i@prim, v@uvw);
v@P = pos;
for the future me
2 years later and this is arguably one of the most important Houdini VEX uses explained.
World's best explanation video for primuv function I've ever watched. thanks
Thanks haha. I've banged my head so many times with it until I understood it, hope this video clarifies things for others :)
With this tutorial, I finally understood uvprim
my god this explanation is god tier, its like a 4.0GPA for explanation
Lol thank you!
The more I learn about Houdini the more I love it
This is really helpful! Thank you so much! You are my favorite Houdini youtube instructor!!
Happy to help!
Man, this is so good!! Perfect explanations
I hope to see more content like this soon
Best,
Alvaro
Thank you, very well explained, maybe the best explanation. I finally got it.
Glad it helped!
Great Explanation . I have tried to understand it for along time but not 100% clear until now . Thank you so much. 👍🏼👍🏼👍🏼
Thanks alot for all the Essentials tutorial!
it's so helpful
That is really good course, thank you so much.
really well explained -- thank you
You are welcome!
Awesome explanation, but what if even my points are animated? lets say I animate my points on the x axis, and I want them to stick to the deforming sphere, how would you approach this?
great explanation man, thanks for everything you do!
however i have a bit of an issue when recreating this, the issue being on the second example when i do the xyzdist, it mostly returns the values on the edges of the geometry, almost none on the faces... can't find a solution anywhere
Hi! I have the same issue, did you find the problem?
So well explained! Very helpful! =D
Thank you! Greatest explanation
Do any of your courses explain how to do this with simulation points in a pop net? I want to be able to do simulations like the ones in your Particle Freeze FX course, but move the branches via primuv coordinates onto an animated mesh. Thanks. I'm a big fan of your tutorials.
Hi there! In the Particle Freeze course, the branches are generated by particles that travel along the surface. After the curves are created on the rest geometry, you can then use the xyzdist primuv method to stick them to animated geometry. Or you can stick them to animation with a simple point deform node.
@@voxyde Thanks so much. I will definitely try those methods.
Perfect explanation, thank you
Great explanation and use case example. Thanks :)
Thanks for this demonstration
Perfect explanations! Thx!!!!
can you just put primuv node and set the geo_handle to number 2 and drag the deforming geo to slot 3 at the first attribute wrangle
power tutorial really explain the theory and applied
Thank you sir! Very helpful!
Shoutouts Alexei
really great explanation! Thank you a lot!
excellent lesson. thank you
Beautiful explanation! Now I get it 😂 Thank you 🙏
I am a bit lazy to recreate this setup and test it myself, but at 16:30 can we instead plug the GEO to the third input and refer to it in the "vector pos" line?
Yes you can. But I separate the wrangles for efficiency's sake. The xyzdist wrangle will only run 1 frame, since the geometry is frozen ( so it only needs to compute 1 frame, because of the time shift that freezes the second input geo). When you update the position with the prim and uvw however, this needs to run every frame.
If you were to use the third input on the same wrangle, the xyzdist function will have to recook every frame, and it will run a lil bit slower. Now I'm not talking huge performance hits here, but if you're working with high point counts and dense geometry, this can help speed things up quite a bit. But using the same wrangle for both functions will work the same
@@voxyde I've never thought of this. Thank you for this tutorial and also this very helpful insight!
@@voxyde Had the same thought as @EverydayHero. Thank you for clarifying this.
can i pay u, the VOP series is the best explained series I have ever seen
Hahaha thank you! Glad you found it useful
You are awesome!✔🔝
That is great. Great video, i like it 😊
i wish you also included "uvsample" as sometime i get confused which one to use primuv or uvsample..
For millions particle in popvop what is the fastest to retrieve attribute xyzdist with primuv or pcopen with pc filter ? Someone told me of PGFIND that is for big number. Your tuts really greet and top notch info. I want to buy your last rock formation soon.
Hello, XYZDist with PrimUV is definitely faster than pcOpen. They both kind of do the same thing, but with PCOpen you will usually get a smoother result if you're doing a particle simulation. But xyzdist is definitely faster if you can get away with it!
@@voxyde top thanks. I had a feeling that it was. Thanks. keep it up.
amazing thanks!
Please can I have lessons on Cinema 4d program?
I finally understand this ahhahahahah