Houdini | Mask By Feature | Node Bible Quick Tip
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- Опубліковано 22 сер 2024
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Thanks for watching!
thank you 😍
Very useful, thumbs up. Didn't know about this node. I'd resort to vex for selections like these, but this is super convinient. Houdini is a marvel.
Absolutely! The vex method will perform faster than this node, so if you have really heavy geometry, then it's still worth going the vex route, but for your average mesh, this node can do wonders.
you are really talented boy! and your voice sounds like a movie character speaking. God bless you
Thanks ma dawg 🙏
Sorry, i am back here again with one question! Is possible to use this mask to use in the next node like you plugged in your lesson: a mountain node? Or turn a Mask into a Group?
Hey @RonnieMirands , the best way to use the mask by feature is by creating point attribute values from the mask and then using that data downstream to control whatever you'd like. UA-cam isn't really the best for Q&A though, so try joining the CG Forge discord if you'd like :) discord.gg/XkQ6s3aFsx
Nice, but why do you need to put your face in the camera in the corner?
Because it adds excitement, suspense, and (apparently) controversy to my videos
Hello! Thanks for this video! I'm a newbie learning Houdini and I'm trying to use this node in order to create a mask to use in the cop network. Unfortunately, I have some issues understanding the output of the Mask By Feature. I can't wrap my head around on how to get the output to show only the primitives hit by the vector. Which nodes should I use to connect to the output? Thank you for this video. Really helpful to understand better its effects as I have some difficulties reading and understanding all the documentations haha
Hey Happle,
The Mask by Feature will create attribute data that lives on your points. So, when we see the red color on the mesh, that data is being stored on the points, and we can see it by going to the geometry spreadsheet. By default, the name of this point attribute is called "mask." If you want to import that data into COPs, then the COP node you are looking for is the labs attribute import. Here, you can specify the mesh, the attribute value you want to read, and the uvs on that mesh so that it gets projected onto the 2d image in COPs.
Hope that helps!
@@cgforge Thank you sir! It is really helpful. I suppose we can do the same in the SOP context right, where I can get the output of the mask by feature node in order to "split" my geometry into two?
Not a single word on how to use it. Now all nodes can be masked by attribute, sometimes you need to convers to a group. But that's a big problem
Hey Torgath, I’m assuming that when you rudely say “Not a single word on how to use it,” you’re really just not sure why you might need to use this node. In most production situations, those situations are very specific. There may not be a “deform ground mask when the magic bullet gets close to it” node, so thats why you need to keep things like this in your mind for when you need it.
Its better to think of it as a way of making data. Its all just data. You may not know exactly when or how you need it ahead of time, but when you do, a node like this will come in handy.
Good luck
It's more showing how you can use it (node bible), but it's not a specific tutorial of a full effect.
The node looks very useful for creating various sop level masks that would be common to make in shaders.