With any setup in Houdini you have to decide how to approach it. In this tutorial we're showing three different ways of building a scatter tool for putting debris on a given geometry. While we're at it we'll talk about the pros & cons of each individual technique.



CREATED BY

MORITZ SCHWIND

Still thinks “Space: 1999” is the coolest thing that ever happened on german TV. Be it pixels, hardware, code or cameras – if it’s interesting, Moritz is gonna take it apart. And sometimes even reassemble it. In his spare time he likes to dabble with code and create generative artwork. He claims his early exposure to QBasic is no help at all when working in Houdini, Cinema 4D, Processing or Arduino. But it might have been what started his fascination for the boundaries of code and art. When not wreaking havoc to any intriguing devices around him, he works as an Art Director at Aixsponza.

More from Moritz Schwind

COMMENTS

  • BabaJ 1 year, 3 months ago  | 

    VEX has both the degrees() and radians() function for converting between the two instead of having to typing out the math converstion.

  • rossl 1 year, 3 months ago  | 

    Another wonderful tutorial! Thanks alot.

  • Andrew_Gonzales 1 year, 2 months ago  | 

    This tutorial really helped me completely grasp the differences between Vops, Vex, and Sops.

    I was also wondering what would be the easiest way to make a group that would only consist of faces exposed to a certain angle, to better simulate the effect of snow. (Normals do not take into account if some of the object's geometry is covering it) This does not just mean vertical though, say you wanted to simulate the now buildup due to a blizzard where the winds stuck the snow on the side.

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