If it can help, here's a basic scene showing one common approach for making
strands: https://filebin.net/6ml27y3atb6qd7iq


On 2 March 2017 at 20:17, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:

> Thank you Andy that's a really helpful summation, I'm going to give it a
> go :)
>
>
> ------------------------------
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas <
> a...@andynicholas.com>
> *Sent:* 02 March 2017 13:12
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
>
> Just to confirm how I'm thinking about this, a strand in Houdini is
> typically made up of point positions, not points with arrays as attributes.
> You can manually add an attribute to each point position to say which
> strand it's part of, there's a node that generates lines that will
> then understand this?
>
>
> What I'm saying is that's something you can implement yourself. There are
> no nodes in Houdini that understand a point with a vector array is a
> strand, and no shaders that will do that automatically either. Again, you
> can build that yourself if you like, but it's quite advanced if you're
> going to be delving into procedural geometry shaders.
>
> Otherwise you can create polyline primitives and feed point IDs into it.
> This will generate a polygon line (polyline) between the vertices in the
> primitive, and in some ways this is just like the point[pointarray]
> technique.
>
>
> Yep. A polyline is nothing special. Just an unclosed polygon. As others
> have pointed out, you can apply attributes to the points to set things like
> width and color. Or you can use something like the PolyWire SOP to generate
> your own rendertime geometry.
>
> The key is how do you create these point clusters and the order. In ICE I
> would make strands using a build linearly interpolated array with two
> vectors feeding into it. I guess I could try and recreate this using
> vex/vops, and maybe that's what I'm after, I just need to find a way to
> manipulate all these points in the right order.
>
>
> Easiest way (assuming you already have some animated points) is to use the
> Trail SOP with it set to "Connect as Polygons", turn "Close rows" off, and
> set "Trail Length" to something like 10. Next stop after that is to take a
> look at the Resample SOP. Especially the "Treat Polygons As" parameter, as
> that'll let you create interpolated shapes to your trails which is kind
> handy.
>
> A
>
>
>
>
> On 02/03/2017 12:58, Tim Bolland wrote:
>
> That's a good point Andy, and in my mind this would make the most sense!
> But like you say maybe not the most supported.
>
>
> Just to confirm how I'm thinking about this, a strand in Houdini is
> typically made up of point positions, not points with arrays as attributes.
> You can manually add an attribute to each point position to say which
> strand it's part of, there's a node that generates lines that will
> then understand this?
>
>
> Otherwise you can create polyline primitives and feed point IDs into it.
> This will generate a polygon line (polyline) between the vertices in the
> primitive, and in some ways this is just like the point[pointarray]
> technique.
>
> The key is how do you create these point clusters and the order. In ICE I
> would make strands using a build linearly interpolated array with two
> vectors feeding into it. I guess I could try and recreate this using
> vex/vops, and maybe that's what I'm after, I just need to find a way to
> manipulate all these points in the right order.
>
> I'm rambling a bit here, but hopefully getting somewhere!
>
> Cheers,
>
> Tim
>
> ------------------------------
> *From:* softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>
> <softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas
> <a...@andynicholas.com> <a...@andynicholas.com>
> *Sent:* 02 March 2017 12:27
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> Hi Tim,
> Did you notice that you can do per-point array attributes in VEX? There's
> nothing stopping you setting up position vector arrays on each point, just
> like in ICE, and then using a Point Wrangle at the end to use that array to
> generate a polyline. The problem is that you then have to write all those
> handy ICE nodes like "Simulate Strands", etc. yourself.
>
> That's why generally, you're better off just trying to use polylines as a
> primitive as they're more supported by Houdini's other frameworks (e.g.
> wire solver) and constraints.
>
> A
>
>
>
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-- 
Christopher Crouzet
*https://christophercrouzet.com* <https://christophercrouzet.com>
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