Hi everyone, new to houdini, long time user of 3ds max
i have
1. CHOP setup with chan1 ~ chan99 (100 channels setup with random noises) | done
2. forEach system copying a torus to 10 points | done
i am trying to setup a system where each copied torus is assigned to a random channel from CHOP.
i have managed to add a node after the torus and added expression to .
chop(“../chopchop/_out/inChan1”)
but i can't seem to be able to assign random channels for each copy.
attached current setup
i have tried——
i thought i could build out some kind of random number driven access to CHOP. for example,
chop(“../chopchop/_out/inChan(fit01(rand(@seed),0,99)”)
any help would be appreciated, even a whole new method or approach
forEach and CHOPs
1432 1 1-
- alteredgene
- Member
- 19 posts
- Joined: 3月 2020
- オフライン
-
- alteredgene
- Member
- 19 posts
- Joined: 3月 2020
- オフライン
hey guys! found an answer to my questions and thought i share it here for anybody else.
again, i am very new to HOUDINI, so this might not be the best method, so if anybody has a better approach, please let me know
basically i thought the best approach for FOR EACH would be to set as many attributes to the POINT.
this way, i have all the driving attributes on a consolidated place, and any copied geometries are transformed/modified based on those attributes.
to add CHANNEL data (animated) to each points, i could use
CHANNEL
node, where i was able to map different channel to an attribute in a POINT. and bind that attribute to a transform in incoming geometry.
thanks!
again, i am very new to HOUDINI, so this might not be the best method, so if anybody has a better approach, please let me know
basically i thought the best approach for FOR EACH would be to set as many attributes to the POINT.
this way, i have all the driving attributes on a consolidated place, and any copied geometries are transformed/modified based on those attributes.
to add CHANNEL data (animated) to each points, i could use
CHANNEL
node, where i was able to map different channel to an attribute in a POINT. and bind that attribute to a transform in incoming geometry.
thanks!
-
- Quick Links
