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Found 3 results

  1. Hey! does anybody know if there's a way to pointDeform geos filtering by an attribute? I have hundreds of wheat ears deformed by wires, each wire shares an attribute with the corresponding wheat plant, so I'd like to say something like "each point should deform only the points that has the same value for a plantId" I really hope that makes sense!
  2. Hi all, apologies for a probably very trivial question but i could appreciate if someone would be able to help me on this matter. As stated in the title, i have a rather simple patch of grass (primitives) through which a character is going through. I just want to have the character to push the grass downward as the strands enter the geo of the character or get close to it. It doesn't have to be absolutely perfect/precise. (trying few methods with lattice and point deform but not very successful, seems i am missing one or two things...) Many thanks in advance. Cheers!
  3. 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?
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