Vops are node based programing, sort of like hypershade/the node editor in Maya, but way more powerful. Older tutorials use point sops, you're better off getting comfortable with vops or vex. List of renderman SL variables for comparison: Point Sopĭon't use point sops. List of recognised houdini attributes (the amount surprised me, I use maybe 10% of these): 'P' is position, 'N' is normal, and so on. Why 'Cd'? Houdini uses a lot of naming conventions derived from prman. I added a colour node to the grid to make it red, another to make the sphere green, so you can see what's going on. Eg, you want to transfer colour, normal, and pscale, you'd type "Cd N pscale". If you want more than one attribute transferred, separate them with a space. Same as before, just type 'Cd' in the list of transferred attributes. Houdini scene: File:attribute_transfer_color_and_position.hip The 'match P attribute' is required because usually people don't want this they'll be transferring colour, or some other attribute, but they don't want the points to actually move.Yes houdini has regular poly and nurbs spheres too, look in the 'primitive type' dropdown of the sphere SOP.In maya-speak, we're reading a single particle (that we visualise as a sphere), read its position, compare to each vertex in a grid, and warp those verts towards the particle if they're too close. Knowing that, this setup makes a little more sense. It's more like a single maya particle rendered in sphere mode ie it has position and scale, but no verts that make up the surface. The answers are that a default houdini sphere (called a primitive sphere) isn't like a maya nurbs or poly sphere.
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