Jonathan Mack

jsmack

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Recent Forum Posts

How to use distance for effect fall off ? 2024年4月25日12:57

woltiel
jsmack
Another option without using any code would be to use the distancefrom nodes (geometry, target, etc) to get the distance, and use the mask section to remap the values or the attribremap node after the fact to shape the falloff. I don't think there's a non-code way to do a power function, but it would be a lot less code The remap attribute ramp set to b-spline could give parabola-ish falloff. Then use attribcombine to add the noise masked by the falloff attribute to P.
Could you provide an example, i'm new to houdini stuff i don't know how to remap values, or how would it achieve what i need. I'm definelty intersted though how to do that with nodes. Thank you!

the nodes to use to replace VEX code for remapping and combining are Attribute Remap, Attribute Combine, and Attribute Adjust. To apply the displacement to position, use another attribute combine or a transform by attribute. I like to use nodes that imply what they do. In my example I've only used one bit of vex, and that was to generate a group of the closest point for uses with the surface distance node since it requires a point group to compute distance along the surface towards.

Texture look like Premultiplied 2024年4月25日12:09

Are you trying to disable alpha premultiplication in the 3d viewport? I don't think it's possible.

How to use distance for effect fall off ? 2024年4月24日20:29

Another option without using any code would be to use the distancefrom nodes (geometry, target, etc) to get the distance, and use the mask section to remap the values or the attribremap node after the fact to shape the falloff. I don't think there's a non-code way to do a power function, but it would be a lot less code The remap attribute ramp set to b-spline could give parabola-ish falloff. Then use attribcombine to add the noise masked by the falloff attribute to P.