We’ll unfortunately have to start with a little bit of background to understand the weapon that is the Copy SOP. Is there an easier way to do any of this? (sometimes).How do I change properties of shaders per-object?.How do I vary specific properties of each object?.How do I vary what object is copied to each point?.What even is a transform and why do I care?.How do I randomly (or not randomly) transform copies of things?.houdini.gifĪnyways, this guide is going to try to answer these important questions: Hopefully this guide will make that fire hose just a little less… hose-y. When you first try to understand how Houdini is trying to ask for input, it’s going to feel like drinking from the fire hose no matter what. Houdini is a big powerful program that can solve complex problems in many different ways, and it also assumes that you know your way around a lot of basic 3D concepts that most artists aren’t taught at all outside of a bit of high school math that you almost certainly forgot the second you graduated. When people start working with Houdini, one of the first things that usually confuses them (assuming they didn’t decide to melt their eyeballs by going straight into simulations) is the myriad different ways that Houdini allows you to make copies of things, and vary those copies. I wrote the last guide before I ever released MOPs and I’ve learned a few things about the math since then, and this way I can also tell you to just get MOPs as a way of solving a good chunk of the problems related to copying and transforming things, because I’m a self-serving goblin. The old article is a bit outdated now, and it doesn’t touch on some important stuff about varying instances, especially material properties, so I’m writing an update. This article is way too long, so here’s the Table of Contents:
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