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Found 6 results

  1. Hi there, I am working on my final bullet destruction project for school and I was wondering if there was a way to constrain window glass, for example, to already cached pieces. I am trying to do layered destruction, where I first do the concrete layer then read those into a glass simulation where the glass is constrained to and collides with the concrete cache, and so on. I was told it was possible to do this as follows: "You can unpack pieces of your original sim near your windows and then use a Point Deform SOP to bind your packed window pieces to them! As usual, set them to i@active = 0 and i@animated = 1 until you're ready to have their own secondary simulation take them over. You can add all of your preliminary simulation in as a collider too in the same manner" The problem is I am not that familiar with the Point Deform SOP and don't know where to start with it. I have Googled around and haven't found much regarding this topic. I had previous experience with Thinking Particles and this method using cached layers was common. Thanks in advance for any insights. I have attached my hip file in case you want to take a look. Thanks D layered_destruction.hiplc
  2. Hey all, I'm trying to figure out ways to do this but I'm stumped. I've searched the forum and the web. everything was just a little off from what i'm trying to do. GOAL: 2+ different pieces of vellum cloth point deforming a single piece of geometry. and/or how to have a single piece of cloth (like pants with both legs) deform ONLY each leg's hires geom. I want there to be zero influence from the left leg pant on the right pant leg etc. ideally I'd like to have 2+ painted areas that define what cloth mesh deforms which area. then be able to plug the painted attributes into group expressions to get point groups. e.g., groupL would include the left leg hires and the left leg cloth mesh. and groupR would be the opposite. And somehow have that be respected in the PointDeform node Any help is appreciated.
  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?
  5. Hey guys, Had a task to create a "inflatable baloon rig", (attaching a small video sample) couldn't figure out how to do this in Houdini, but get some stuff working on C4D. Once that rig was approbed, client needed to attach a mocap on top of that. I thought houdini point deform will do the trick, and I'm almost there (I think), main problem is the point deform is deforming all the stuff, meaning following the mocap rig on top of the hips (that shouldn't be affected somehow). Fighted with this all the morning, but I know there must be a way to make it work. I just figured out how to add the point deform just below the hips, but that leaves the top still I'm thinking that maybe the way to do this is split the geometry in 2 ways, one moving the bottom part, and the other the top part with less capture settings in the point deform? Thanks in advance Cheers! Houdini - Mocap + Inflate test.wmv
  6. Sup guys, got a quick question, I've imported a fbx animation, then scattered with timeshift and attribute interpolate to maintian the position of the points, then I want to use a point deform but with a different mesh, is not working, is because the topology is different? is there a way to apply this? I want to model some stuff in zbrush and apply the rig of the fbx to the sculpted model Thanks in advance! Cheers