should i avoid hscript and copy stamp?
4239 7 1- aoakenfoArchiact
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- anon_user_37409885
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- mestela
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Opinions! I have them!
Paste relative reference is fine. All usual channel expression stuff is fine for linking tx of this to ry of that.
Most of what people want to do with copy stamping (rotate/scale things, change colours) are better handled with instance attributes, or by inheriting attributes from your points onto your geometry, which in H16 is now enabled by default.
There are occasions where you can't avoid copy stamping, but there's less and less of those. For those cases the new for loops are the way forward, which I agree are tricky for new users to get their heads around (and most experienced users too for that matter).
That said, I still think its better to push that way than fall back to copy stamping. My beefs with copy stamping for new users:
Paste relative reference is fine. All usual channel expression stuff is fine for linking tx of this to ry of that.
Most of what people want to do with copy stamping (rotate/scale things, change colours) are better handled with instance attributes, or by inheriting attributes from your points onto your geometry, which in H16 is now enabled by default.
There are occasions where you can't avoid copy stamping, but there's less and less of those. For those cases the new for loops are the way forward, which I agree are tricky for new users to get their heads around (and most experienced users too for that matter).
That said, I still think its better to push that way than fall back to copy stamping. My beefs with copy stamping for new users:
- The stamp expression is easy to mistype, and gives very few clues when you get it wrong.
- Even if you don't get a syntax error, its still easy to point to the wrong sop, or the wrong attribute name, again you have no clues why its going wrong.
- A lot of older tutorials make use of the attrubte stamp variable1-n parameters, which are also esoteric and weird, easy to get wrong
- The backwards flow confuses, makes houdini data flow seem more mysterious than it is
- It's slow when you ramp up in scene complexity.
- Konstantin Magnus
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Even in professional tutorials you will occasionally witness careless uses of heavy nodes like copy, rays, VDBs or cumbersome workflows. Oftentimes you can replace them by fast, elegant, robust and more specific solutions in VEX.
As you mentioned copy-stamping I attached an example, in this case an alternative route to create a brick wall. Instead of branching and noodling copy stamps, transforms, Hscripts and groups, you will find one sequence of discrete steps.
As you mentioned copy-stamping I attached an example, in this case an alternative route to create a brick wall. Instead of branching and noodling copy stamps, transforms, Hscripts and groups, you will find one sequence of discrete steps.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- anon_user_37409885
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- Konstantin Magnus
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In case you get bored with rigid bricks you can also pile any kind of shapes by stealing UVs from the uvlayout node.
https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
- aoakenfo
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