Random primitive selection changing over time progressively (City Lights Windows timelapse)?
1775 6 2- Adriano
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I'm trying to create a random selection of primitives, of all the windows of the buildings of a city-scape, and have it change progressively over time. I'll use the attribute of that selection to generate lights (Geo with self-Lit Material) to simulate people turning on and off the lights in their apartments / offices.
I've been trying to achieve that with a Sort node (Primitive sort Random) and a blast node with some expressions, but my vex skills are quite poor and i'm hitting a brick wall on this one.
Any idea how to go about it please?
Cheers,
A.
I've been trying to achieve that with a Sort node (Primitive sort Random) and a blast node with some expressions, but my vex skills are quite poor and i'm hitting a brick wall on this one.
Any idea how to go about it please?
Cheers,
A.
Edited by Adriano - Feb. 7, 2018 22:33:51
- martinkindl83
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- Adriano
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- matthias_k
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See: http://www.sidefx.com/docs/houdini/model/attributes.html [www.sidefx.com]
Shading
shop_materialpath string
The path to a material to use to shade the surface when rendering. Overrides the object’s material is present on primitives.
On detail, prim
attached is a simple example
simply animate the sort or use a channel in the wrangle… whatever you like.
=============================
sorry, forgotten to say, you can use this to assign different groups, too
and then assign materials by group.
Shading
shop_materialpath string
The path to a material to use to shade the surface when rendering. Overrides the object’s material is present on primitives.
On detail, prim
attached is a simple example
simply animate the sort or use a channel in the wrangle… whatever you like.
=============================
sorry, forgotten to say, you can use this to assign different groups, too
and then assign materials by group.
Edited by matthias_k - Feb. 8, 2018 15:38:58
English is not my native language, sorry in advance for any misunderstanding :-)
- Adriano
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- matthias_k
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- Adriano
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Thanks Matthias, interesting stuff, cheers for that.
But it still doesn't really solve my issue here. Although the attribute transfer method made me think of a bit of an overkill solution that could however work in my case without having to science the S out of this. I'm just going to use POPs and generated random particles with a short random lifespan and use the generated particle (sphere or boxes, whatever works) and transfer attributes from those onto my city scape. Going to be heavy, but i don't have an other solution right now.
Thanks again.
A.
But it still doesn't really solve my issue here. Although the attribute transfer method made me think of a bit of an overkill solution that could however work in my case without having to science the S out of this. I'm just going to use POPs and generated random particles with a short random lifespan and use the generated particle (sphere or boxes, whatever works) and transfer attributes from those onto my city scape. Going to be heavy, but i don't have an other solution right now.
Thanks again.
A.
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