21 seconds in and I already learned 2 very useful tips. 1. It's nicer to have lights in the viewport while using high quality lighting with shadows . 2. Alt-click to merge nodes :) thank you!
thank you :) i wonder if i can do some manual tweaks to the procedural build such as using attrpaint to mark/block areas of the mask myself... Just for more control...Will give it a try
Hi Simon, i tried to use this for dopnet1, but there is a warning said object contains duplicate values for the "name" point attribute, when i run the simulation, the rock just drop through ground plain, is there any way to fix this, thank you!
Is there any way to reverse the scale of the scatter ? I mean if the mask is fading the object are larger. Can we do the opposite - when the mask is more thick the object - larger, when the mask starts fading - they become smaller.
I'm studying while watching this tutorial, but I think I eat it because the rotation value is not properly applied when I apply it with mechanical parts.Is there any tip? I want to make the machine look like it's in the tutorial.
Really nice! Is there a way to do this with instanced geometry with a material and uvs? I have not yet found out anything about this.. No matter what I do, my assets remain grey.
@@simonhoudini5074 could U please say how to make that parameter pane pop up over the network view pane (in ur top right corner). I'm searching for this info for 4 hours already =)
maybe the 2022 version is different? the copied spheres overlap and there's no interpolation option in maskbyfeature. i was able to get a slight scaling effect by turning off "calculate directional mask" in maskbyfeature, but it just isn't working like your tutorial.
21 seconds in and I already learned 2 very useful tips. 1. It's nicer to have lights in the viewport while using high quality lighting with shadows . 2. Alt-click to merge nodes :) thank you!
Thanks! I havnt noticed that sneaky alt merge!
Houdini is tiring, complex, I only have one life to live, I can't waste it with a poorly made software!
Super useful! This allows me to do so much more without writing VEX myself and not jumping back and forth between heightfield scatter and scatter.
That was neat. I love watching these videos and seeing what kind of stuff you guys can come up with!
Simon is the best as always!
super well put together, and with a lot of attention to detail!
Very cool, straight to the point, thanks!
This is extremely helpful and well-presented. Thank you for putting this together.
Flawless explanation. Thank you, Simon.
Flawlessly presented. Thank you!
great video, really clear and easy to follow.
Awesome, thank you Simon for all you educational content!
I think this is good start to make procedural Rocks in game fx like ground attack and similar. Thank you
thank you :) i wonder if i can do some manual tweaks to the procedural build such as using attrpaint to mark/block areas of the mask myself... Just for more control...Will give it a try
Love that ! Looking forward to others tutorials
For sure has inspired me.
Great tutorial! Thank you so much for sharing
God Bless You ! Sir !
It dose Help me a lot ~
So nice! Could you share hip file for 2nd example please
Hi Simon, i tried to use this for dopnet1, but there is a warning said object contains duplicate values for the "name" point attribute, when i run the simulation, the rock just drop through ground plain, is there any way to fix this, thank you!
how do you randomize rotation and scale after scatter?
Is there any way to reverse the scale of the scatter ? I mean if the mask is fading the object are larger. Can we do the opposite - when the mask is more thick the object - larger, when the mask starts fading - they become smaller.
are you able to stop the objects from clipping into each other?
The scatter and align node outputs a pscale, which holds the distance between points and can be used to scale models nicely.
Thank You very much, Simon!
On 18.5.351 maskbyfeature the Group is not showing up. I have the group node under the grid as in the tutorial.
how is your view port look awesome with shadows?
nice, by the way hod do you get such nice lighting in viewport?
Middle shelf. Change the lighting to the third one. But it depends on your hardware, cuz it takes more computation.
Look at the light bulbs on the side of the viewport and use the high quality one. Further add a sky light in the object level
I'm studying while watching this tutorial, but I think I eat it because the rotation value is not properly applied when I apply it with mechanical parts.Is there any tip? I want to make the machine look like it's in the tutorial.
So the intersection of geometry is handled automatically?
Yes, just like the heightfield scatter.
Really nice! Is there a way to do this with instanced geometry with a material and uvs? I have not yet found out anything about this.. No matter what I do, my assets remain grey.
Material and uv are support by default in Houdini instances
how u get that nice render in the viewport?
I have a video about lighting in the viewport of Houdini if you are interested in that
Bro very cool 👽
Amazing. My sciifi ring version just looks a swiss cheese :) Will you share the HIP on Gumroad?
awesome
Wait a second… you merged without a tab key… hot key setup??
Select multiple nodes and hold ‘alt’ , while dragging an output of a node
@@simonhoudini5074 could U please say how to make that parameter pane pop up over the network view pane (in ur top right corner). I'm searching for this info for 4 hours already =)
I followed your tutorial but scatteralign isn't scaling the copied spheres at all.
maybe the 2022 version is different? the copied spheres overlap and there's no interpolation option in maskbyfeature. i was able to get a slight scaling effect by turning off "calculate directional mask" in maskbyfeature, but it just isn't working like your tutorial.