Point Transformations in Houdini
In this introductory tutorial, we look at point based transformations in Houdini. As well, we will look at attribute-based point transformations. For example, attributes can be color, normals, velocity, or anything else. Point transformations are fundamental for many effects created in Houdini. Above all, position in Houdini is just an attribute. As a result, we can manipulate it like any other attribute. Using a VOPs based approach we will look at the Mix VOP. For example, the Mix VOP will allow us to mix two vectors, and then blend between them. Moreover, Houdini has the unique ability to operate on the point level. As well, Houdini has the ability to embed any attribute on points. Therefore, we can blend anything from position, color, and normals. In truth, we can blend whatever we like. Lastly, we will look at how we can use this with a copy to points and metaballs. We will look at how we can adjust the display settings to view the metaballs correctly. In Conclusion, the user should have a solid understanding of:
- Using Scatter to keep consistent point counts.
- Basic VOPs Skills.
- Blending Attributes.
- Using the Copy to Points.
- Using Metaballs in Houdini.
- A better understanding of vectors in Houdini.
This tutorial will provide a basic understanding of VOPS in Houdini. For Example, VOPS allows us to visually place nodes in place of Code. VOPS stands for Vex Operators. Vex is Houdini’s internal language for creating and manipulating geometry.