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