Adding Variation to Instances via HDA.

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Hey there,

I'm working on an HDA that scatters points over a landscape in Unreal, then instances mesh to these points (basic scattering workflow). The docs mention a method for adding variation to Houdini Instanced Inputs and this works, but the instances are distributed with an even probability.
Is there a way to adjust the probability of each variation so it's more likely to instance one variation over another?

Any help appreciated.

Link to docs, if it helps.
https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]

Thanks.
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Just adding my vote for this too. It was first thing that jumped in my head when I first saw you could add additional instanced input meshes. Being able to adjust the distribution for each instance input seems like such an obviously useful/simple feature that it makes me wonder if there's some less obvious technical reason why it hasn't already been added?
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Personally I've created Table's in Unreal that I then can export as JSON files which I have made a python node in my HDA to read in, so I can create preset etc, and then it's very easy to add in my own weighting in the struct for the table in unreal, categorys etc etc to drive placment rules etc.

The “native” instance interface is a bit clunky and not well suited for large scale production.
/M

Personal Houdini test videos, http://vimeo.com/magnusl3d/ [vimeo.com]
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