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jamison1

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About jamison1

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  • Name
    James Gardner-Pickett
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    London
  1. Remesh using scatter points

    very interesting! will take a look. cheers @flcc some jedi knight skills going down.
  2. Caramel Goo Tear Apart

    thank you so much for this. Very helpful!
  3. Remesh using scatter points

    Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
  4. Caramel Goo Tear Apart

    Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
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