I have been trying to create a smoothly blended intersection between two pieces of animated geometry by using VDB SDF's. The end goal is to have highly detailed geometry with blended intersection points that have a few controls to adjust how the blend looks.
I was pointed towards the paper on Spiderman 3's Sandman showing the mathematics used on the levelsets, and then found GallenWolf's post referencing the paper and showing how to achieve the look within vops with isooffset volumes:
These were both extremely helpful, thank you!
However, creating this setup with VDB's is alluding me! I don't quite understand how the math is working to blend the levelsets the way it is, so it is proving difficult to adjust anything that might be needed within the Volume Vop. I have also been able to isolate the intersection area with a vdbactivate, but I am fumbling a bit trying to figure out either the next step or if that is even a necessary step.
When plugging the vdb's directly into the math from the original isooffset setup, I get a negative valued band where the intersection is happening, so something is working. The second VDB is completely lost at this point though. On top of that, the original parameters designed to adjust the radius of effect and such are not behaving in any understandable way for me. They seem to be adjusting something?
I have attached a cleaned up version of the hip file I am testing with. Any knowledge anyone has on the subject would be greatly appreciated! I'm pretty sure I'm going in circles.