Does this work with Houdini 18? (using Indie 18.0.416) When I adding the expression (you start with at the 2:15 mark) to the Switch node's Select Input field, it seems to break things for me: detail("../foreach_begin1_metadata1/", iteration, 0) Haven't touched Houdini for several months, so entirely possible I'm missing something simple. Was wondering if the Copy Stamp node had been modified or deprecated leading to problem. Thanks.
Hi Robert. Please check out this new tutorial I made. ruclips.net/video/S6X593VAzyQ/видео.html&ab_channel=Houdini123 This is a far better system than the one you can see in this video.
how to do this with instances? i can't set up this because i linked the objects to scatter in the node and the points are one lv under the instance node :/
This video is kind of old and kind of stupid :) Check out the new version - ruclips.net/video/S6X593VAzyQ/видео.html As you will see in the the video. New randomization method. Much better. I would probably skip the switch and in the attribute randomize just used type "string" and attribute name is "instance" and copy on your points paths to objects you want to instanciate. Also maybe if you can use packed objects you can use what I did in the video. Packed objects and instances are kind of same. And have you seen my tutorial on instanes ? Might help too. ruclips.net/video/ZanEfWQ2NrQ/видео.html
Hi Ashton, there can be only one detail attribute in a stream. And in this case we are copying random objects to become one big object. So we can not have a detail attribute for each object. However. You can create an attribute on points or primitives on each object before copying and then use those. Or maybe you can delete everything else except the one object and then use attribute promote to create a detail attribute from your point or primitive attribute.
Very useful! Only thing iI can't get: why is better to fit from -1 to opninputs? why -1 and not 0? As you mentioned, with -1 the distribution is better Thanks in advance!
Hi Tiazz. It's a programming thing. Usually in programming you start counting from 0. Now what opninputs(".") does it counts how many inputs are in the switch. But it gives you a human answer - like three inputs = 3 (not 2 if you would start to count from 0). But if you look at switch and you set it to 0 it takes the first input. If you set it to 1 it takes the second input. So it is to counterbalance this. Looking back at this video it isn't a very effective method. I will make a new tutorial with a better more effective approach.
Thank you this worked wonderfully specially on older Houdini's with outdated copy to point nodes
beautiful tutorial. simple and on point. love it. please make more of these
i second that motion. many more simply direct highly functional houdini tutorials.
Amazing thank you
Good tutorial, thanks for sharing !
great one! many thanks!
Does this work with Houdini 18? (using Indie 18.0.416) When I adding the expression (you start with at the 2:15 mark) to the Switch node's Select Input field, it seems to break things for me: detail("../foreach_begin1_metadata1/", iteration, 0) Haven't touched Houdini for several months, so entirely possible I'm missing something simple. Was wondering if the Copy Stamp node had been modified or deprecated leading to problem. Thanks.
Hi Robert. Please check out this new tutorial I made. ruclips.net/video/S6X593VAzyQ/видео.html&ab_channel=Houdini123 This is a far better system than the one you can see in this video.
@@Houdini123 Thanks so much! Checking that out now.
how to do this with instances? i can't set up this because i linked the objects to scatter in the node and the points are one lv under the instance node :/
This video is kind of old and kind of stupid :) Check out the new version - ruclips.net/video/S6X593VAzyQ/видео.html
As you will see in the the video. New randomization method. Much better. I would probably skip the switch and in the attribute randomize just used type "string" and attribute name is "instance" and copy on your points paths to objects you want to instanciate. Also maybe if you can use packed objects you can use what I did in the video. Packed objects and instances are kind of same.
And have you seen my tutorial on instanes ? Might help too.
ruclips.net/video/ZanEfWQ2NrQ/видео.html
@@Houdini123 ahh greate thx a lot! :)
love this videos!!
Nice but useful when huge amount of pieces are persistent. I use blast and connectivity nodes with almost same code
Can i somehow connect switch to SpraiPaint node?
Connecting switch after spray paint is ok. Connecting SpraiPaint after switch can be tricky if you have different geometry in different locations.
@@Houdini123 Thank you
fire
If we are using custom geometry, how to do we create a detail attribute for each object? thanks
Hi Ashton, there can be only one detail attribute in a stream. And in this case we are copying random objects to become one big object. So we can not have a detail attribute for each object. However. You can create an attribute on points or primitives on each object before copying and then use those. Or maybe you can delete everything else except the one object and then use attribute promote to create a detail attribute from your point or primitive attribute.
Very useful! Only thing iI can't get: why is better to fit from -1 to opninputs? why -1 and not 0? As you mentioned, with -1 the distribution is better
Thanks in advance!
Hi Tiazz. It's a programming thing. Usually in programming you start counting from 0. Now what opninputs(".") does it counts how many inputs are in the switch. But it gives you a human answer - like three inputs = 3 (not 2 if you would start to count from 0). But if you look at switch and you set it to 0 it takes the first input. If you set it to 1 it takes the second input. So it is to counterbalance this. Looking back at this video it isn't a very effective method. I will make a new tutorial with a better more effective approach.
Houdini 123 great now is clear! Thanks my friend!
@@Tiazzful No problem! Happy to help
If I want to copy object by color? what I need? where I have to put the expression?
Hi Andres. Can you tell me more specifically what you are trying to achieve? There are a lot of ways you can do that.
Idiot question: How do I see the parameters next to the scene view button?
I wonder if it is possible to achieve something similar in substance designer via fx map or pixel processor :)
Hi Andrei. Unfortunately I don't have much experience with SD so can't help you with this :/ But you can always bake maps in houdini.
Ah yes this will be perfect for scattering foliage I have onto some soil :)
I beg you not to. Check out this tutorial I made. A much better system - ruclips.net/video/S6X593VAzyQ/видео.html&ab_channel=Houdini123
@@Houdini123 lol, too late already comped and rendered, will come out in a month ;)
@@jamescullenseniorcggeneral8898 Haha ok. Maybe next time :)