JaydenDP Posted October 9, 2010 Share Posted October 9, 2010 Hi Guys, I've been trying for a while now to figure out a way to make a wet map for deforming geometry. I can do this easily enough for static geometry by way of using attribute tranfer from fluid points to scattered point on the static geometry, and then maintaining that history using a popnet. However, this method doesnt work for deforming geometry. So, I was presented with another method using a dopnet to transfer the attributes (onto the actual geometry ie, not scattered), so that the history would be maintained, but this doesnt seem to be working because the dynamic object needs to be set to "deforming geometry" for the dopnet to call in the deforming geo every frame, which means that its not maintaining the transfer in history Does anyone know of another method of creating wetmaps that work for deforming geos? Thanks in advance guys, much appreciated if someone has some info for me. I've attached a test .hip using the dop methed. The sphere object is rotating, so Im expecting the wetmap to be applied and rotate with it, alas, it rewrites every frame. Thnks again. DeformingObjectWETMAP.hip Quote Link to comment Share on other sites More sharing options...
~nature~ Posted October 9, 2010 Share Posted October 9, 2010 Hi,JaydenDP, This is my solution, hope it helps Cheers mySolution.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted October 9, 2010 Share Posted October 9, 2010 here is your file using sop solver modified for deforming geometry DeformingObjectWETMAP_fix.hipnc Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted October 10, 2010 Author Share Posted October 10, 2010 Wow, thanks both of you for the speedy response and files, I'll download and check them out later today (Sunday), thanks again. Much appreciated. I'll let you know how I get on with it. Jay Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted October 10, 2010 Author Share Posted October 10, 2010 @nature, I cant seem to open your file. Could you maybe give a brief description instead? I will try open it up again tomorrow on my work comp. Thanks again @anim, Yeah this seems to work well. Thanks for the upload suppose I was overcomplicating it? Thanks guys Jay Quote Link to comment Share on other sites More sharing options...
~nature~ Posted October 10, 2010 Share Posted October 10, 2010 @nature, I cant seem to open your file. Could you maybe give a brief description instead? I will try open it up again tomorrow on my work comp. Thanks again @anim, Yeah this seems to work well. Thanks for the upload suppose I was overcomplicating it? Thanks guys Jay Hi,JaydenDP, I'm sorry for that, I guess the problem is due to the houdini version, this file was created in Houdini 11. Anyway, It was implemented practically the same as what you initially intended to do, instead, the attribute tranfer is in POPs, in addition, Position POP is employed to maintain the position consistency between the particles in POP and Points in SOP, group POP is used to collect the wet particles. Quote Link to comment Share on other sites More sharing options...
~nature~ Posted October 10, 2010 Share Posted October 10, 2010 (edited) Here is the screenshot of SOP and POP network 1. source1 : Impulse Birth Rate is set to $NPT. 2.Position1: Position is set to point("../../vopsop1",$PT,"P",0) , point("../../vopsop1",$PT,"P",1) , point("../../vopsop1",$PT,"P",2) respectively. 3.group1: the Rule is $CR== 1 which is depend on what attribute is transferred and Preserve Group is on. Edited October 10, 2010 by ~nature~ Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted October 10, 2010 Author Share Posted October 10, 2010 ah, very clever! I will try this out as well. Thanks a lot. Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted October 10, 2010 Author Share Posted October 10, 2010 cool, got this method working as well, thanks. Wasnt as complex as I thought it might be, I found it computes faster if you put the "point("../../vopsop1",$PT,"P",0)" lines into the vector instead of the component position type in the position node. Too bad I'll have to use deforming geo's actual points instead of scattered points. Thanks again. Jay Quote Link to comment Share on other sites More sharing options...
anim Posted October 10, 2010 Share Posted October 10, 2010 ... Too bad I'll have to use deforming geo's actual points instead of scattered points. ... you still can attribcopy color from particles to your deforming geometry if you wish since that particles represent points of your geometry so the number and order should be the same Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted October 10, 2010 Author Share Posted October 10, 2010 Hmm yeah, I actually have managed to still add a bit more randomness and details by collecting the attributes with the deforming mesh points, and then tranfering them back onto scattered points after that. seems to work so far, nice one Quote Link to comment Share on other sites More sharing options...
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