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points filled in a deforming object


sunantha

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You should scatter points in a volume using first an isoofset, then a scatter. Then use those points as emission points at frame 1. You then want to deform those points and use them as goals for your particles.

To deform the points use any of the methods below:

for basic things: the lattice sop.

two options that tend to work (as far as I know):

for more advanced stuff (which includes rotational deformation)

radial capturing approach:

http://www.sidefx.com/images/stories/tutorials/crumpling/crumpling.zip

There is an asset inside that will help with this. (It has already been requested that this asset becomes part of Houdini).

or using gmvc (if the cage is not very high res and you turn on several threads this is gives good fast deformation too):

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You should scatter points in a volume using first an isoofset, then a scatter. Then use those points as emission points at frame 1. You then want to deform those points and use them as goals for your particles.

To deform the points use any of the methods below:

for basic things: the lattice sop.

two options that tend to work (as far as I know):

for more advanced stuff (which includes rotational deformation)

radial capturing approach:

http://www.sidefx.com/images/stories/tutorials/crumpling/crumpling.zip

There is an asset inside that will help with this. (It has already been requested that this asset becomes part of Houdini).

or using gmvc (if the cage is not very high res and you turn on several threads this is gives good fast deformation too):

Thanks pclaes.

I tried the lattice sop but my scattered points in the animated torus didn't follow the animation of the torus. I basically just want to have those points attached to the animated torus at all time. I reckon there should be an easy way to make those points rested on/in the torus.

If you don't mind please have a look at the attached hip file.

cheers

s

testVol.hipnc

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Did you check if the "Inherit Velocity" in the source POP is set to zero and you are not adding any velocity to it?

Emanuele

Ok, I think it's my unclear explanation. I am sorry.

Please check out the hip file again. If you display point numbers you will see that all the points are randomly moving everywhere inside the volume. What I am trying to do is I basically want those points not moving even though the topology changes. Hope I make myself clear this time :(

Sorry once again for my stupid unclear explanation earlier.

cheers

s

testVol_fix.hipnc

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well, not quite Macha. The hip file I sent earlier shows that all the points are swimming and I don't want them to swim.

I don't understand...

I've seen your last scene, and as I told you for the first one, if you move the deformations (twist SOP) after the scatter SOP you'll solve the problem.

...so, I'm sorry but I don't understand why you can't move the deformations after the scattering.

If you can, try to post the real scene you are working on instead just the torus example, that could help us to help you.

Cheers,

Emanuele

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Here you go Emanuele

https://www.yousendit.com/download/MVNjT0NZeDNTRTUzZUE9PQ

for some reason uploading here was not successful, so I did it on YouSendit instead.

The points inside the animated rat are swimming/jittering. What's the best way to solve this problem. It's dealing with more complex rigged animation, not just a simple animation with a twist sop.

cheers

s

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as pclaes wrote, try the other methods of deforming the points

lattice SOP would not work well here, but the other two methods should

here is an example with the asset from http://www.sidefx.com/images/stories/tutorials/crumpling/crumpling.zip

Thank anim.

If you don't mind can you please explain me how things work in the vopsop, esp the matrix bits.

cheers

s

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...

If you don't mind can you please explain me how things work in the vopsop, esp the matrix bits.

...

it's not mine asset as i said before its from the link pclaes posted, you can watch this for more details:

http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=132

especially the part where they are deforming hires car with lowres simulated car

but i can certainly look at it later and explain it to you if you still need

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it's not mine asset as i said before its from the link pclaes posted, you can watch this for more details:

http://www.sidefx.com/index.php?option=com_content&task=view&id=1540&Itemid=132

especially the part where they are deforming hires car with lowres simulated car

but i can certainly look at it later and explain it to you if you still need

I know that it's not your asset, but I just thought you would probably know about what's going inside better than I would.

Anyways, I am looking forward to seeing your next post :)

cheers

s

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