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Showing results for tags 'wrap'.
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Hi, I'm looking for a way to fine-tune exactly what visible OBJ nodes appear in a certain camera. I'm working on a Wrap-like tool similar to what Pixar show here: In terms of having the two camera views side by side, they have two separate obj networks for the source and destination meshes. I would like to contain the process in one network. If I have a simple OBJ network like so : And two cameras pointing to it, is there a way for Camera_A to only show sphere1 in the viewport, and hide box1, despite the fact that both are marked visible? I don't believe it's an option to collect the specific obj nodes together in a Geometry node via obj merges or similar, and just point the camera to that, since the OBJ transforms need to be directly interactible from the camera. Thanks for your help
Does anyone know if it is possible in H to conform one humanoid mesh to another? I'm really looking for a procedural method for aligning dimensions and orientation of a destination mesh with a base reference source mesh. I don't think I need a morph SOP, because the destination needs to retain some (or perhaps most) of its own identity, but needs to conform the general object space that the source mesh occupies. Blender offers a sort of shrink wrap function that projects vertices from source to destination, but I'm not convinced this will do what I'm after. Any ideas on this from the community? Just a point in a general direction would be a good help. I'm quite new to H, so I know there is a steep hill ahead and I've got my hiking boots on! Thanks.
I want to create a ball of yarn, this is what I tried; create a sphere, apply fur but I can't figure out how to get the thickness and get it to wrap around with layers upon layers, if I recall, Houdini has strands could that be another option ? If so how do you access strands, there was no nodes called strands ?