sunantha Posted December 16, 2009 Share Posted December 16, 2009 Hi guys, I have a simple question to ask. Say I have a deforming torus, and I fill up its volume in Popnet with some particles. The thing is I want to have those points to follow the deforming object. cheers s Quote Link to comment Share on other sites More sharing options...
pclaes Posted December 16, 2009 Share Posted December 16, 2009 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): 1 Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 17, 2009 Author Share Posted December 17, 2009 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 Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 17, 2009 Author Share Posted December 17, 2009 I know I can just deform those points easily after I grab the first frame of the point emission in the popnet. But the thing is that what if I have an animated character of, for example, a rat....I am not sure how I am going do it with lattice sop. Quote Link to comment Share on other sites More sharing options...
Emanuele Berti Posted December 17, 2009 Share Posted December 17, 2009 (edited) Hi, I just tried to reorder in a different way your SOPs putting the twist deformation at the end of the chain and without using the lattice SOP anymore. I hope this could help you. Cheers, Emanuele testVol_fix.hipnc Edited December 17, 2009 by Emanuele Berti Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 17, 2009 Author Share Posted December 17, 2009 Thanks Emanuele. I knew that would work fine. What if I have a animated running rat and I want to fill (inside, not on the surface) that running rat with points? cheers s Quote Link to comment Share on other sites More sharing options...
Emanuele Berti Posted December 17, 2009 Share Posted December 17, 2009 Well, I think it should work in the same way. Just fill the volume before the deformations occur and everything should follow in the right way... ...at least I think so... Emanuele Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 17, 2009 Author Share Posted December 17, 2009 yep that should work fine and I also tried that, but the only problem I am facing now is the points are not rested, they move randomly everywhere in the object space. Do I make any sense at all? cheers s Quote Link to comment Share on other sites More sharing options...
Emanuele Berti Posted December 17, 2009 Share Posted December 17, 2009 (edited) 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 Edited December 17, 2009 by Emanuele Berti Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 18, 2009 Author Share Posted December 18, 2009 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 Quote Link to comment Share on other sites More sharing options...
Macha Posted December 18, 2009 Share Posted December 18, 2009 like this? testtorus.hipnc Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 18, 2009 Author Share Posted December 18, 2009 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. Quote Link to comment Share on other sites More sharing options...
Emanuele Berti Posted December 18, 2009 Share Posted December 18, 2009 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 Quote Link to comment Share on other sites More sharing options...
petz Posted December 18, 2009 Share Posted December 18, 2009 why not using one of the two options pclaes mentioned? both are doing exactly what you are looking for. petz Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 18, 2009 Author Share Posted December 18, 2009 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 Quote Link to comment Share on other sites More sharing options...
anim Posted December 18, 2009 Share Posted December 18, 2009 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 testRat_fix.hipnc Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 18, 2009 Author Share Posted December 18, 2009 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 Quote Link to comment Share on other sites More sharing options...
anim Posted December 19, 2009 Share Posted December 19, 2009 ... 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 Quote Link to comment Share on other sites More sharing options...
3__ Posted December 19, 2009 Share Posted December 19, 2009 see attached. Its a hacky nearest-point-on-surface solution. Dunno how it would work with a character. testVol_rayHack.hipnc Quote Link to comment Share on other sites More sharing options...
sunantha Posted December 19, 2009 Author Share Posted December 19, 2009 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 Quote Link to comment Share on other sites More sharing options...
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