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Valerio Di Napoli

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    Valerio
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    London

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  1. Hey there, just in case anyone is still looking for a solution, please have a look at this tool: www.orbolt.com/asset/VDN::stickypointsdeformer Cheers, V.
  2. Hi Juzwa, the easiest way would be creating a point cloud representing your volume (1 point per voxel storing all voxel values as attributes), deforming the point cloud with lattice and then converting back to volume; this works pretty well with scalar fields, but if you need to deform also vector fields such as velocity, you need eventually additional operations to reorient the vectors. Another method (maybe more efficient) would be using vex to build a node that moves values from original voxels to target voxels but in my experience this produces also more artifacts. I hope that was helpful.
  3. By my experience, that issue comes often when you work with SOP solvers. Anyway, it is quite simple to fix: close the viewport panel/window and create a new one. Cheers, Valerio
  4. I can't open your attachment, maybe we have different versions of Houdini. Anyway, you can try using a foreach node and scale each piece along its centroid (by using a transform with $CEX, $CEY and $CEZ as pivot values).
  5. Hi guys, I was wondering if there is a method to delete all the RBD (created with RBD point node) when they collide on a specified object or they go too far away. I have to do a huge rbd simulation with a lot of pieces, so I want to optimize it by killing all the objects that go away from the camera. Thanks
  6. Hi Mascio, take a look at this solution. I hope it helps. -Valerio liquidUV_test.rar
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