Hey there.
So I am making fences with Houdini.
Should be a fairly straight forward process, but I have run into a rather specific problem with how Houdini and HEU seems to function.
So putting down a row of poles on a flat surface and instantiating something between them is all fine and good, because it will be a square, even space between the poles. But putting them on a terrain becomes troublesome, if you need to fit wires, planks or fences between them. Since this space between poles with slightly different rotations won't be square, I'd have to deform or uniquely generate each “filling” between the poles.
I can this in a geometry node with a for-loop, but then I will end up with just one big object in Unity, which is really bad for something that is running across a good 3-400m in-game. Culling will be problematic.
Any suggestions on how I could get a dynamic number of outputs? They obviously don't need to be instances of geometry or anything, just not one big piece of geo.