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Found 5 results

  1. 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
  2. Hi, I want to transfer an attribute to an animated object, but I want the transfer to happen just once at frame 1 and not at every frame. Can I do that? I know that in this particular case I can simply put transform node at the end of the chain and that would be it, but I'm looking for a more universal solution. Also, can I make the 'remesh_SOP' to remesh the geometry just once, because by default it remeshes whenever any position change happens? attr_tr_q.hipnc
  3. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  4. Hi all, I am encountering some strange artifacts while rendering a flip sim with mantra. I applied a platinum preset material to the mesh, environment light with HDRI and rendering with Mantra. You can see the artifacts all around the edge of the splash in the video below. I smoothed the final mesh quite a bit on the particlefluidsurface and it helped a bit, but still getting serious artifacts. I also tried remeshing and subdividing as a post process to the mesh it but that introduced new problems where the mesh would look totally unstable. My guess is that it might be doing that because of the constantly changing topology of the mesh? Maybe these meshes were not designed to be rendered with anything but a fluid like shader? Is there anything I can do about it? Attached video and file (using mesh from OUT node in Mesh obj node). Thanks, Top Down Test_1.mp4 CrownSplash Anim.hiplc
  5. Hey guys, after doing some setups in Houdini (rather new at it) I'm trying to basically "add" points into a given mesh by scattering them onto the mesh. What I'd like to do is remesh that old mesh into a new mesh which contains the newly scattered points as polygon vertices. How would I do that? Is there a SOP that divides a mesh at a given point position? Cheers & Thanks, Mo
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