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Found 7 results

  1. hi, im building a modular setup. I want to have wall modules on the lines with that slope. In order to make them fit to a tower module its not enough to simply orient them. I need them to be deformed to make them fit. The first attempt was to apply a point deformer. But that result was inaccurate and not really working. The Lattice deformer seems to work only if the deformer is having a minimum res of 3*3*3 divisions. What i need is a working Lattice Deformer in the form of a cube without divisions. It is possible in maya very simply. But in Houdini the result looks like something is broken. Am I missing something obvious? cube_deforming.hipnc
  2. Hi, I tried to do a tool that will enable user to deform volume by lattice. Here you can find my results. I found many many good example files on this forum so I thought I would share this Hope you will like it Juraj project.hipnc
  3. Hi all, apologies for a probably very trivial question but i could appreciate if someone would be able to help me on this matter. As stated in the title, i have a rather simple patch of grass (primitives) through which a character is going through. I just want to have the character to push the grass downward as the strands enter the geo of the character or get close to it. It doesn't have to be absolutely perfect/precise. (trying few methods with lattice and point deform but not very successful, seems i am missing one or two things...) Many thanks in advance. Cheers!
  4. I have a lattice deforming an object. I want to animate the lattice points, but I can't figure out how to animate the lattice points themselves and not the lattice as a whole. How do I animate/set keyframes on the individual points? Thanks
  5. 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?
  6. Hello, I'm trying to learn Houdini and I would like to recreate asset to lattice deform volumes. I spotted it somewhere here on forums. I have some kind of rough "prototype" which I think works quite well. But I believe it can be significantly optimized. Would you have a look into it and think about any optimizations? screenshots: file: projekt.hip Thanks
  7. Hi, Thought I'd see if anyone had any feedback on a new tool i made. It is a volume lattice tool allowing for fast high quality deformations directly on volumes. No conversion from volume to point and back is done - the deformations happens on the volume itself. This makes it a lot faster, avoids breaking the volume however much you stretch it, and results in a higher quality end results. You can also deform multiple fields at the same time, which comes in handy for smoke and fire sims. The deformation lattice can also be animated. If people show interest I might add the tool to Orbolt. Feedback is much appreciated! Cheers. Stian
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