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upres particle cache


vectorheadsp

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Hello

I have a particle cache that I imported into houdini, and was wondering if I can take that cache and cache it out again with a (random seed) to kinda up res it?

I read somewhere that a wedge node and a take may be able to do this, however I am not sure if this can be done with an existing cache.

Has anyone had to do this before? Your advice/approach would be helpful.

Thanks!

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Not sure what you mean. I guess you have a bunch of animated points and want to add more of them?

One idea I have would be to find each particle's neighbour, draw a vector between them, scale it by half, and use that as your new position with all other attributes blended.

The problem here would be that a particle's nearest neighbor is not always another particle's nearest neighbor so there may be visual problems, or nor. It depends a bit on the scene.

A more basic version of this would be to just add a whole bunch or random points and attribute transfer the relevant attributes.

If it animates convincingly has to be tested.

Edited by Macha
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Not sure what you mean. I guess you have a bunch of animated points and want to add more of them?

One idea I have would be to find each particle's neighbour, draw a vector between them, scale it by half, and use that as your new position with all other attributes blended.

The problem here would be that a particle's nearest neighbor is not always another particle's nearest neighbor so there may be visual problems, or nor. It depends a bit on the scene.

A more basic version of this would be to just add a whole bunch or random points and attribute transfer the relevant attributes.

If it animates convincingly has to be tested.

possibly construct a voronoi cell grid from the existing point cloud and use a pc lookup to get velocity!

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