ghang Posted December 2, 2009 Share Posted December 2, 2009 (edited) Hi, i have a Model As image attach bellow Below and I want to make a skin cover all object to create a human Skin, but i don't know what is the solution. i try objectmerge(All object) --> isooffset but isooffset doesn't create the exzactly fine object i need and is very very slow. is there other way to make it ? thanks PS:( This model is build with Bone, organ, then Muscle, fat, then wanna make a skin on top of all GEO to create a Human Model ) PS: ray SOP is also not a perfect solution bcs it loss a lots of detail. if there is a ray SOP solution without lossing a detail pls let me know, i use SPHERE SOP + ORGINAL SOP --> RAY SOP (minimum Distance) Edited December 2, 2009 by ghang Quote Link to comment Share on other sites More sharing options...
Div Posted December 2, 2009 Share Posted December 2, 2009 Hum Modelling ? I don't think there is a way to magically create a skin from bones and muscles, you have to model your character (the skin), then you add the bones and muscles according to the morphology of your character..... Quote Link to comment Share on other sites More sharing options...
edward Posted December 3, 2009 Share Posted December 3, 2009 Personally, I wouldn't try to merge everything together before doing the IsoOffset. I'd approach it by creating individual volume primitives for each part, and then combining them into a high resolution volume by some sort of sampling operation, taking the maximum density value of all intersecting volumes. Once you have a good volume primitive, only then convert it to polygons. However, it's beyond my Houdini skill level. Quote Link to comment Share on other sites More sharing options...
ghang Posted December 5, 2009 Author Share Posted December 5, 2009 thanks for reply ,Div and edward look like there is no a perfect solution, so if there is no more better solution i will use scatter SOP with Metaball --> COPY then convert meta to create a out skin (but this will use alot of memory ) thank for reply Quote Link to comment Share on other sites More sharing options...
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