![]() ![]() While other setups have a complicated arrangement of hooks, and many pieces of material: Other sails have a single piece of material and many hooks: They take the material and attach it to each hook, forming a large flat shape: To setup one of these sails, they have 4 hooks and some stretchy material. ![]() Have a look at the work done by this company: In Houdini, if its a point, it can be manipulated as a point, regardless of how it was created. Maya has many low-level components (vertices, curve cv's, particles, lattice points, cluster handles, subdiv points etc), but that means that a tool designed to work with verts may not work with curve cvs or particles. Maya folk usually bristle at all this, wondering what's wrong with vertices, isn't this all semantics? The answer is that by ensuring most of Houdini's tools are compatible with points, it means you're guaranteed everything works with everything. ![]() Other sops that make unconnected points are scatter, generate points, points from volume, and probably several others I'm yet to discover. For the others, just use the add 'delete geometry but keep the points' trick. Some of the basic geometry sops (box, and grid for example) have an option to make points directly. The add sop can also be used to convert any poly, nurbs or curve back into points, by using the 'delete geometry but keep the points' toggle: The add sop is probably the easiest way, tick the toggle next to the first field, and there you go, a point: There's many ways to create a point or points. Yes particles are infinitely small, unless you have scalePP, and a dimensionless point can't possibly have colour, unless of course you've defined rgbPP, etc. If you have it will use that as a velocity vector, for colour etc.Īgain relating back to maya, the particle comparison holds true. If you have a attribute, it uses that as a radius instead. For Houdini and Mantra, they treat points as spheres with a radius of 0.1. In a mathematically pure sense of a point, this makes no sense, they're infinitely small, invisible things. The answer is that while a Houdini point derives from a mathematical point, we're not mathematicians damnit, we can do whatever the hell we want! For example, you have points representing a spray of water, and you want to render them. How can a dimensionless point have a normal? Or area? Maya particles can store colour as rgbPP, speed, velocity etc, a houdini point can also store colour, speed, velocity, as attributes, and even some attributes that don't make sense for a particle, like normal and scale. At it's most basic, a point will store its position you're coming from other 3d packages, a point is equivalent to a particle a standalone position in space. Nearly everything in Houdini directly assumes you're working with points, just think in those terms, everything should work.Ī point in Houdini is close to the mathematical definition of a point it's a location in space, with no associated area or dimension or connectivity. Short Answer - don't worry about it, just use points 6 Visualising points and verts and prims.1 Short Answer - don't worry about it, just use points. ![]()
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