
Another way is to add Mountain Animation after scatter,To keep the two Mountain parameters that control the dynamics the same.

坦特This is great, thanks for your help!
scatter on static geo
then attribute interpolate P N and up from deforming geo
also note it's important to have both, N and up attributes to get stable rotation, not just N
(alternatively you can also use orient or transform attributes)
HenDaSheng
I try to place the instance on the dynamic grid, the problem now is that the instance keeps shaking, how can I fix the position of the instance?
Thank you for your help!
AslakKS
It's probably because the "i@my_id" needs to be a prim attribute not point. (you can promote it after your copy to points)
Vellum constraint properties runs over prims, so it cant find your id attribute
Enivob
You could activate Use VEXpression. Add a custom id to identify each sphere, and supply an alternate value to restscale over time.if(i@my_id==0){restscale = fit(@Frame,1,48,1,10);} if(i@my_id==1){restscale = fit(@Frame,1,56,1,4);} if(i@my_id==2){restscale = fit(@Frame,1,60,1,30);} if(i@my_id==3){restscale = fit(@Frame,1,24,1,9);} if(i@my_id==4){restscale = fit(@Frame,1,72,1,17);}
animatrix_
The bounds of alligator noise is 0-1, so you need to remap it if you want it zero centered:vector active_v = anoise(v@P * freq + off, turbulence, rough, atten); active_v = fit ( active_v, 0, 0.7, -1, 1 ); // You can play with 0.7 to center the values based on your geometry. active_v = active_v * amp * mult_height;
vector freq = chv("freq"); vector off = chv("freq_off"); vector amp = @Cd.r; float rough = chf("rough"); float atten = 1; float turbulence = chf("turb"); vector mult_height = chv("mult_height"); vector active_v = anoise(v@P * freq + off, turbulence, rough, atten); active_v = fit(active_v, 0, 0.7, -1, 1) * amp * mult_height; v@P += active_v; v@P.y += mult_height.y; v@Cd = fit01(v@P.y, 0, 1); @pscale = chramp("scale", @Cd.r) * chf("scale_mult") * 0.03; v@Cd = chramp("color",v@P.y);
罗伯特Thank you for your reply, I hope it can be offset in the four directions of x, -x, y, -y, and now it only offsets in two directions of x, y (as shown in the picture).
You are offsetting it in your parameters right? I don't get what behavior is wrong exactly? What are you trying to achieve?
vector freq = chv("freq"); vector off = chv("freq_off"); vector amp = @Cd.r; float rough = chf("rough"); float atten = 1; float turbulence = chf("turb"); float mult_height = chf("mult_height"); vector active_v = anoise(v@P * freq + off, turbulence, rough, atten) * amp * mult_height; v@P += active_v; v@Cd = fit01(active_v.y, 0, 1); f@pscale = 0.01; v@Cd = chramp("color", active_v.y);
Enivob
I ran into that problem as well. Try setting your Output space to data and your input space to srgb_texture, then render to disk. Also, set the color space on the texture node to srgb_texture as well. Then, in the viewport disable all color correction, or verify your image using a non-houdini tool like Photoshop.
made-by-geoff
I'm not 100% but I don't know if "aces" is an acceptable output space. Wouldn't it need to be ACEScg or ACES2065-1 or something like that. Use the menu on the right of the Output space field to see the available color spaces.
ACEScg has been working with Karma on my end.