![]() ![]() It's important to keep things modular and simple to give you power, flexibility and abstraction, which are the things Houdini excels in. With both of these, be sure to press the little button with the sliders on the right side of the wrangle code box, that will create spare parameters automatically based on your code. You could rotate it, transate it, or even apply a noise displacement on it, and the wrangle, in a single line, will blend it with your original geo using a simple 0-1 attribute. The brilliant part about this way is that you could do lots of things to your second input before it is piped in, as long as the topology remains the same as the first input. = Which is more of a general purpose masked blendshape between the first two inputs of a wrangle, of which you'd supply the original geo in the first input, and your peaked geo in the second.+= which will push the points out more or less based on a multiplier attribute which could be supplied earlier from an Attribute Noise SOP, a Distance to Surface SOP, or even a different wrangle that calculated the attribute in a custom fashion (it's good to not do everything in one wrangle unless it's necessary, so that you can easily swap things out, disable nodes, or generally just not have too many crossed wires).There are two ways to approach doing this in VEX: Peak offsets a point's position along its normal by a distance, but there's no way to give it a map of how much to apply that peak. One example of VEX I like doing for example, is a weighted Peak SOP clone. Sometimes, it's just about doing one specific thing in VEX before getting it back out into the normal node network so that you can play around more and leverage the powerful tools and nodes that you're already used to working with. Sometimes one or a few lines in vex will replace a complicated network of nodes because it can be precise and do exactly what you need, but that doesn't mean it's a great solution for everything. Knowing how to use VEX is more about knowing what problems it solves well versus when it's better to just use nodes. The key when generating varying geometry is to use the point expression function in these nodes to read attributes from the current point and use them to alter how you generate the geometry.If you haven't already, one of the links from the sidebar has a great VEX resource, free: ![]() ![]() Inside the loop, create a Copy to Points node and wire the For-Each begin into the Copy to Points node’s second (“Target points to copy to”) input.Ĭreate the node(s) to generate the varying geometry and wire into the Copy to Points node’s first (“Primitives to copy”) input. Turn off Piece attribute so it loops over every individual point instead of trying to group pieces by an attribute. Set Piece elements to “Points” to make the block loop over points. The default settings for the foreach_end node are for a certain workflow (looping over pieces, such as from a shatter) different from copying to points, so you need to change some parameters. The For-Each loop will process each target point one at a time. Wire the target points with attributes into the For-Each begin node. In the geometry network, create a For-Each loop block. Create a For-Each loop to copy the source geometry onto one point at a time, using whatever nodes you want to modify the geometry based on attributes on the point you're copying onto. ![]()
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