you could do that even before, just store the positions to temporary attribute (like rest), set point positions based on your attribute you want to clip by (ie. in wrangle set @P=(@myattrib,0,0); ) then clip, and restore position from the temporary attribute you created before .. whats amazing in houdini is that when the clip creates new points, the stored position attribute is correctly interpolated on to the new points.. i mean this technique is bit redundant now for clipping based on attribute, but is always nice to know these tricks:)
The new sculpt node is amazing to move points arround like Zbrush or even the Maya sculpting tools! It's very usefull to correct shapes and geometry, especially when doing CFX when you don't want any penetration between your collision geometry and your vellum geometry.
Very true. I hope they build on it more still and get something similar to zbrush with dynamic remesh and such. It would be awesome to be able to sculpt with more detail on meshes.
@InsideTheMindSpace would love to not have to open zbrush as wonderful as it is. The UI switch up from Houdini just drives me bananas. Love your channel.
Thanks for posting this, otherwise I would not become aware of the clip nodes new features. But that means SideFX has just given an added feature (quickly with F and mouse) to remove object/scene geo out of the way quickly - To warrant putting in an RFE for more.(give an inch, they want a mile). The clip mode should now be made to have a view only mode - So that one can slice geo as they like removing visually only the geo that's in the way of picking/viewing/assessing points/primitives/visualized attributes with their values unchanged, e.g. pt number. You could do this with the visualize node, but it's cumbersome compared to the clip node. So either add the F + moused cut to the visualize node, or add visualize mode to the clip node. Will be putting in an RFE for this for sure.
Is it possible to change the wireframe color inside the sopcreate to black, like it is in the obj context? it's not an issue, but I could not find how to do it. I use the dark gray background and the white wireframe is a little distracting, keeps turing back to black in the stage, and back to white inside the sop create. btw cool stuff with the planar inflate, thanks!
The display options should be all you need to change. It might be a bug. I haven't played with those settings although I also do not like the very bright white wireframe
hi! just an extra cool feature is the clip sop is able to clip based on an attribute
Oh yeah. I totally forgot about this. Definitely something cool as well thats super useful. Thanks for pointing that out
you could do that even before, just store the positions to temporary attribute (like rest), set point positions based on your attribute you want to clip by (ie. in wrangle set @P=(@myattrib,0,0); ) then clip, and restore position from the temporary attribute you created before .. whats amazing in houdini is that when the clip creates new points, the stored position attribute is correctly interpolated on to the new points..
i mean this technique is bit redundant now for clipping based on attribute, but is always nice to know these tricks:)
Yeah it was possible but it was a little bit of a pain to do and not something that was readily apparent. This makes it a lot easier and less hacky
Super happy about the new sculpt brush. So easy to edit and create quick blend shapes. Love it.
The new sculpt node is amazing to move points arround like Zbrush or even the Maya sculpting tools! It's very usefull to correct shapes and geometry, especially when doing CFX when you don't want any penetration between your collision geometry and your vellum geometry.
Very true. I hope they build on it more still and get something similar to zbrush with dynamic remesh and such. It would be awesome to be able to sculpt with more detail on meshes.
It’s one of the top 3 features I missed a lot when I switched from C4D. Love it!
@InsideTheMindSpace would love to not have to open zbrush as wonderful as it is. The UI switch up from Houdini just drives me bananas. Love your channel.
Thank You very much!
Will forever wish for a native traditional, destructive modelling/uv node or context or something that's streamline loool
The uv nodes actually aren't too bad in my opinion. Traditional modeling options definitely need a rework in my opinion.
I'm currently building a Modo-like destructive modeling node using Python Viewer States.
well there is @ModelerHoudini :)
@@erichocean8746 show me
Thanks for posting this, otherwise I would not become aware of the clip nodes new features.
But that means SideFX has just given an added feature (quickly with F and mouse) to remove object/scene geo out of the way quickly - To warrant putting in an RFE for more.(give an inch, they want a mile).
The clip mode should now be made to have a view only mode - So that one can slice geo as they like removing visually only the geo that's in the way of picking/viewing/assessing points/primitives/visualized attributes with their values unchanged, e.g. pt number.
You could do this with the visualize node, but it's cumbersome compared to the clip node.
So either add the F + moused cut to the visualize node, or add visualize mode to the clip node.
Will be putting in an RFE for this for sure.
Is it possible to change the wireframe color inside the sopcreate to black, like it is in the obj context? it's not an issue, but I could not find how to do it. I use the dark gray background and the white wireframe is a little distracting, keeps turing back to black in the stage, and back to white inside the sop create. btw cool stuff with the planar inflate, thanks!
The display options should be all you need to change. It might be a bug. I haven't played with those settings although I also do not like the very bright white wireframe
awesome!