Applies deformations such as mountain, path deform, ripple, skew, spherify, stretch, taper, twist, vortex, wave.
Advantages:
1. Much faster performance than older deformers like Twist SOP (2x).
2. More intuitive to use.
3. Unified GUI and workflow.
4. Clear and non-obstructive viewport guides...
2018-02-10 21:11:49 +0000 UTC
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Happy New Years everyone :) Sorry I couldn't post earlier due to holiday break.
Applies deformations such as bend, bias, boxify, cylindrify, gain, melt.
Advantages:
1. Much faster performance than older deformers like Twist SOP (2x).
2. More intuitive to use.
3. Unified GUI and workflow.
<...
2018-01-06 23:02:23 +0000 UTC
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Creates a point attribute whose values represent how far they are from the input points.
Advantages over the distance metrics in Houdini:
1. Much faster performance (Even compared to the new surface distance feature in H16.5).
2. Surface based geodesic distance feature in addition to Euclidean distance (volume).
2017-12-09 17:13:55 +0000 UTC
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Visualizes pieces using an attribute or connectivity. For 500K pieces, it's 800 times faster than Exploded View SOP, which allows changing the offset parameter interactively.
Supports packed and unpacked geometry.
2017-11-24 18:33:41 +0000 UTC
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Deforms volumes using a point cloud that can optionally have connectivity information where connected points are used to deduce local transforms, allowing accurate transformation of rotating geometry.
It supports the deformation of scalar, vector and matrix volumes, both VDB and standard volume primitives. For VDB vector volum...
2017-11-11 01:35:01 +0000 UTC
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Jitters vector point attributes in random directions.
This operator has a lot of advantages over the Point Jitter SOP:
1. OpenCL acceleration.
2. VEX code branch.
3. Ability to specify which attribute to jitter.
4. Ability to specify the jitter direction as an attribute.
5. Ability to use a weight...
2017-10-27 11:00:01 +0000 UTC
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Displaces points along their normals.
This operator has a lot of advantages over the Peak SOP:
1. OpenCL acceleration.
2. VEX code branch.
3. Collision geometry support (Second input).
4. Preserves the normals ...
2017-10-13 14:12:20 +0000 UTC
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Hey guys I am amazed by your support. Thanks so much :)
For my very first post, I want to share a major tool.
You can use it to solve all kinds of difficult problems. I made a simple scene showing how to fill holes in a point cloud. Because it's very domain specific, as with many things in Houdini, you need to adapt and ...
2017-10-05 18:33:01 +0000 UTC
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