Houdini Scatter Variants

 





- Import the desired geo/asset into houdini

- Using a name node label each variant i.e variant_01

- Then pack the geo (if your geo is all one object you can get the same result with an assemble node)

- Merge all the geo/assets 

- scale if needed (I scaled to 0.1 bc I was working in Maya)




- create points to copy to, in this case a grid

- Transform node is just to position where I need the points 

- create a point wrangle: i@object=int(rand(@ptnum+chi("seed"))*4);

- The vex creates an interger called object on the points (i@object), then converts the float to an interger (int), generates a random number between 0-1 (in this case the *4 makes it between 0-3) and then a slider parameter is made so you can control the randomness (chi("seed"))

- create a copy to points node

- connect the merged assets into the left input of the copy to points + grid points into the right input 


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