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About mr_syco

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  1. Hey Guys, Been trying to wrap my head around this one, Still quite new to Houdini but I think I might have the right components to fix this problem only I'm not 100% sure how to go about setting it all up... Usually when I'm create fluid for the insides of objects ill go about either doing a clipping plane or a cull in vex based on P.y on the original mesh and then I'll do some vdb work to get a liquid. I would like to be able to add an additional feature to the setup in which the angle of the bottle inversely clips the plane to give the appearance that the bottle has been set at an angle. I was looking into maybe sampling the bounding box and deleting the geo based on that but I'm not sure If that's the right route to go down.... any help would be amazing thanks!
  2. Hey Atom, Thanks for the suggestion, Unfortunately in my scene the changing point count is baked into the source mesh, so I cant separate it out as per your suggestion. In the example I uploaded I re-created the effect using the pigs-head and vdb to simulate the same working conditions. Any other ideas?
  3. Hey Guys, Uploaded a simplified example scene of the project I've been working on and trying to wrap my head around the last few days. Basic jist of it is I've got this alembic mesh that's got a changing point count on it, I was wondering how I would go freezing a static frame of this mesh and then deforming it so I end up with a mesh with a consistent point count. So far I've been playing around with point deform / attribute interpolate / ray sop but I haven't managed to figure it out yet, every result seems to lead me to this same jumbled pile of polygons which you can see in my example. Any help would be greatly appreciated, thank you! deformingGeo_changingPointCount.hip
  4. 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?