![]() ![]() 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. 'But hang on, you said we're basically manipulating verticies, how come this setup magically reads the transform of the sphere? And shouldn't the grid verts be warping to all the verts on the sphere surface?' Good questions. ![]() (In fact you see this happen before you modify the distance and blend with parameters). ![]() If you had no falloff, the entire grid would disappear to a single point at the center of the sphere.
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