borisb2 Posted October 7, 2010 Share Posted October 7, 2010 Another question: I am having a character that needs to emit particles. When using "surfaces (random)" in the POP-network Houdini obviously takes into account the topology (density) of the poly mesh. At denser parts (hands, head) there will be a lot more particles emitted, which makes sense of course. But what if I want to get a more even distribution? Maya per default (as well as Realflow) seems to not take care about poly count and evens out the emission across the whole surface which is what I want in this case. What would be needed in Houdini to achieve the same effect? Convert to sdf and create a new surface from there? Thanks. Quote Link to comment Share on other sites More sharing options...
glomm Posted October 7, 2010 Share Posted October 7, 2010 (edited) you need to use measure sop to measure size of polys and emit based on that value to get more even distributon Edited October 7, 2010 by glomm Quote Link to comment Share on other sites More sharing options...
borisb2 Posted October 7, 2010 Author Share Posted October 7, 2010 you need to use measure sop to measure size of polys and emit based on that value to get more even distributon works perfect.. thanks! Quote Link to comment Share on other sites More sharing options...
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