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PepperRules34

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About PepperRules34

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    Peon

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  • Name
    Juan Pablo De La Rosa
  • Location
    Arles, France
  1. Hello! Normally I always find the answers to any Houdini issue that comes into my way, but this time I decided to finally communicate my current issue! My first question ever in odforce hehe So well... I'm doing my graduation film, and is about a shepherd that transforms sheep wool into clouds for doing rain! After some previous phase of research, we decided to give the wool a "cloudy" look, more than giving clouds a "wooly" look. So I'm using volumes to recreate the sheep wool! Thanks to various threads made by countless users here in odforce, I was able to: *Create interesting noise density values for the VDBs, hence giving a "wooly" look to the volume. I wanted "puffy" looking volumes, so I scattered particles in the sheep mesh, and created VDB out of them. *Transfer spatial transformation data from an alembic animated mesh to a volume, this way helping me to maintain the overall noise that will have otherwise been calculated at each frame if I moved the mesh I used for the VDB creation directly. *Deform the noised volume through a volume lattice technique by Juraj Tomori and Matt Estela (I'm enormously grateful for having shared their hip files!!! They saved my life). The volume will keep its noise while being deformed by box, itself deformed by an edit or a bend node. Up until now! Everything is going well! The only issue I have is.... How can I assign the point cache information of an animated lattice in Maya to a box with the same dimensions and subdivisions in Houdini? I thought that maybe an attribute transfer I could transfer the P data.. But I don't know if I need some vex to grab the position of every point in the lattice an assign them to a new matrix... I have no idea.. But knowing how to do this will be excelent! This way any lattice deformations the animators will do in Maya will be directly fetched to the box in Houdini! Any ideas?
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