✧˖°. Houdini ⋆.˚
- Welcome
- Heightfields
- Scattering
- Procedural Modeling
- Nodes
- Attributes
- Selections
- Noise & VOPs
- Bricks & Stones
- Cliffs
- Roots
- Architecture
- Roads & Sidewalks
- Destruction | RBD
- Clouds
- PDG & TOPs
- UVs
✧˖°. Solaris ⋆.˚
- USD
- Layout
- FundamentaIs
- Natural Environments
- Urban Environments
- Space Environments
- Lighting
- Fundamentals
- Color
- Solaris Light Types
- Solaris Lighting Tools
- Example Shots
- Case Studies
- Glossary
SCATTER PATTERNS
- scatter points around points clustering (double scatteralign)
- use a second scatter align to scatter points around points & create clumpingthe first scatter align has pretty normal settings
- the second scatter align needs to be set on “scatter points around constraint points” and then u need to plug the first scatteralign into the second input of this node
- play around if u wanna keep the mask attribute on or off
- the second scatter align needs to be set on “scatter points around constraint points” and then u need to plug the first scatteralign into the second input of this node
- use a second scatter align to scatter points around points & create clumpingthe first scatter align has pretty normal settings
- scatter points in shadow
- mask in shadow thats casted from an object (mask by feature)
- use mask by feature → direction
- enable the mask and enable the tool in viewport for simple handling
- mask in shadow thats casted from an object (mask by feature)
- scatter different solaris instancers in a row without intersection
- solaris scatter assets in instancer and create new instancers scattering around last instancers assets so nothing overlaps
- scatter by distance from geometry
- Scatter by Distance → use “attribtransfer” Node and reduce “Distance Threshold”
- scatter different assets based on distance from geometry (attribute from pieces)
- use attribute from pieces node → explicit range → and then autofill the assets that you connected into the node on top
- you can now assign them values when they should spawn. be careful that these numbers arent fit01 from 0 to 1 so u might adjust them to 0-0.1, 0.1-0.2 etc for your range to work
- in the copy to points node enable piece attribute and set it to name
- its important that the assets on top have each their own name attribute created before
- Scatter by Distance → use “attribtransfer” Node and reduce “Distance Threshold”
- scatter by height
- Scatter by Height → use a “pointvop” with relbbox and a ramp
- after setting up the pointvop nothing will be visible – thats because the pointvop on the toplevel will have a ramp with 0-0 values created, so u gotta change it on obj level
- also works on “only scatter from left/right”, just plug in the x or z instead of y in the vec2float
- Scatter by Height → use a “pointvop” with relbbox and a ramp
- scatter on edges
- Scatter on Edges → 2 ways1 (left) → group border edges → labs edgegroup to curve
2 (right) → divide (REMOVE SHARED EDGES) → convertline
- Scatter on Edges → 2 ways1 (left) → group border edges → labs edgegroup to curve
- scatter inside camera view (frustum culling)
- Scatter only inside Camera View → Frustum Culling 1