Hello everyone,
I am trying to figure out how to be able to generate curve geometry on surfaces, using attributes to do so, and was wondering if anyone has an idea for how to do this, or if there is already some content out there that describes a good way of doing so?
Basically I picture it like this:
1 The user paints an attribute, say "f@curve".
2 We scatter points where the value of the attribute is the highest.
3 Points are sorted along the direction of the stroke or along the "longest side/dimention of the attribute" (if that makes sense).
4 Based on the point's position and their proper sorting a curve is generated.
5 If there is overlapping attribute values, as in when there are multiple paint strokes, there will also be multiple curves that overlap/connect properly.
Again, does anyone have an idea of how to achieve something like this?
Cheers,
Dag
How to generate curve geo along a painted attribute?
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- Dougie0047
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- Enivob
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You could take a dive into the attribute paint node. Try using an ObjectMerge and fetching the output from the node all_strokes inside of the attributepaint HDA.
This can get you the curves painted and you don't have to fuss with scattering. There may be other, more practical, fetch points within that node. I'm surprised the node doesn't offer the painted curves as an output.
This can get you the curves painted and you don't have to fuss with scattering. There may be other, more practical, fetch points within that node. I'm surprised the node doesn't offer the painted curves as an output.
Using Houdini Indie 20.5
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Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- tamte
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- Dougie0047
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Thank you so much Enivob and tamte!!
Both really good options.
With fetching the paint strokes (I did not know that painting stuff inherintly produces internal curve geo) I can both get the curves, but also keep the painted attribute on the geo.
And although using the draw curve sop does not let me keep a painted attribute, it seems to be the cleanest option as far as just the curves go.
I think I can work with both options
However, I do have a follow up question: what if one needs to/chooses to up the ante and go more procedural? As in what if I choose to use a noise pattern as the attribute from which to generate paths? Is there then a method that will work?
Again thanks for the replies!
Cheers,
Dag
Both really good options.
With fetching the paint strokes (I did not know that painting stuff inherintly produces internal curve geo) I can both get the curves, but also keep the painted attribute on the geo.
And although using the draw curve sop does not let me keep a painted attribute, it seems to be the cleanest option as far as just the curves go.
I think I can work with both options
However, I do have a follow up question: what if one needs to/chooses to up the ante and go more procedural? As in what if I choose to use a noise pattern as the attribute from which to generate paths? Is there then a method that will work?Again thanks for the replies!
Cheers,
Dag
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