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Houdini Light Solver (Updated)

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I want this!

Houdini Light Solver (Updated)

$0+
0 ratings

Hi there!

Remember my last setup?

HD: https://vimeo.com/435866619

I challenged myself to embed and optimize all those compiled nodes into the simplest way possible, so I did the same setup using only TWO attribute wranggle in detail mode inside a solver.

The setup runs faster and in a more efficient mode as well, since I'm not using attribute arrays but dynamic point clouds iterations. 

Take a look how it works here: 

https://vimeo.com/479619880

Note: If you already purchased my old one, let me know and I'll send you this new setup for free.


### TO DO ### 

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[ SOLVED ON V002 ]

Root points are skipping the group of final_array of points, so on the next frame they're still looking and getting those points in the point cloud lookup. If I delete those points before doing the pc it'll screw up, since pc relies on the point number. Have to figure out a way to make a point cloud lookup operation on deleted points, but using some kind of id. Keep you posted on future versions.

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[SOLVED ON V003]

Added initial 'or' condition to enter <ini> group; The point can be either active or belong to the root group

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[ SOLVED ON V004 ]

Added 'keep root' option and deleted 'Skip used points'. 

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[SOLVED ON V005

If 'active' attribute isn't constant for the whole frame range, 'keep root' parameter must be off.

Solved by appending the previous frame final array to the pt_array only when we have no secondary forks.

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