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Found 6 results

  1. Hello, i come to you after several sleepless nights due to a matter i can't find a solution. Hopefully some of you may provide help. In my project i have one geo, replicated and simulated in vellum with "Instance on points" method: every 4 frames a new geo is created and the simulation starts. Now i have trouble point deforming the proxy simulated geo with the original geo, because Hi-res and Rest geos should appear exactly when a new proxy is created. I thought it would suffice a ForEach and something like a Birthid attribute to isolate every guy, but it seems i'm not able to make it work. Below the hipfile attached: i simplified it and replaced my original geo with a Rubbertoy; so don't mind too much attention to the shape of the proxy geo... now it's strange, but in my case it did the work. I really hope in some clarifications with the script, i'm stuck there. Thank you very much! pointdeform.hipnc
  2. Hello everyone ! I would like to deform a geometry by a fluid simulation using a point deformer. To do so, i plug my geometry and my simulation into my point deform and i use a Timeshift set up on the starting frame as the Rest PointLatice. But instead of following the simulation, it looks like the geometry tries to reach the world center, creating what looks like an unholy abomination. Any help or tip would be deeply appreciated Thanks in advance
  3. Hello, I'm running through an issue since I'm still learning and some points remain uncertain, I need some tips and advices for this. I have a setting with a vellum object, I'm using a dopnetwork instead of a vellumsolver. Inside my dopnetwork I have a source node to generate multiples objects over time, eveything is fine, but my question is, can I use a pointdeform with such configuration? it seems that it doesn't work for an unknown reason. I already used a point deform while using a dopnet and it's working great, so I can't figure out where my issue is. How to say to the pointdeform it has to take the information from the source node inside the dopnet? hope it's clear, Thanks
  4. 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!
  5. Hey! does anybody know if there's a way to pointDeform geos filtering by an attribute? I have hundreds of wheat ears deformed by wires, each wire shares an attribute with the corresponding wheat plant, so I'd like to say something like "each point should deform only the points that has the same value for a plantId" I really hope that makes sense!
  6. Hey everyone, Been trying to wrap my head around this one for a while but after a few days of being completely stuck it would be amazing to get some help with this point deform problem I'm having. I've got a pretty simple set-up that's using the grain solver for quick softbody deformation, I've got three primitives scattered onto some geo which is then being fed into a dop net for simulations, That part is working well, the only issue I have is when I want to re-attach the original mesh to these objects with a point deform, I've been trying to create a for-each connected primitives for my point deform so the deformed recognises each piece as its own object however i'm getting some strange deformations on my objects when I try to point deform them. Any Ideas?
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