ikarus Posted December 29, 2010 Share Posted December 29, 2010 I have a tendril here that grows over time using the carve sop, i then resample the curve to polys and copy a shape to those points and skin for my geometry, i noticed though that the copied shapes and resulting skin appear to pop and waiver in scale as it grows, and i'm not sure how to stop it. Any suggestions? I attached an example for this. tendrilpopping.hip Quote Link to comment Share on other sites More sharing options...
mawi Posted December 29, 2010 Share Posted December 29, 2010 I have a tendril here that grows over time using the carve sop, i then resample the curve to polys and copy a shape to those points and skin for my geometry, i noticed though that the copied shapes and resulting skin appear to pop and waiver in scale as it grows, and i'm not sure how to stop it. Any suggestions? I attached an example for this. Since you are converting it to polys in the end anyway, try doing it on the curve2 branch before the copy node instead. A resamle SOP after your curve2 seams to do the trick. tendrilpopping.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted December 29, 2010 Share Posted December 29, 2010 there is also popping due to changing number of points on path curve and your expression on copy SOP dependent on $NPT so you may want to consider resampling the path curve to exact number of points and not by segment length, it will also give you the advantage of caching it to pointcache (mdd or fbx) which is smaller than geo sequence and is easily transferable among many 3d apps don't forget that you can adjust the display quality of the NURBS by Level Of Detail settings in Display Options/Viewport and adding "up" attribute to the path curve may help shape the twisting as you want and make it stable if you want to deform the curve tendrilpopping_fix.hip Quote Link to comment Share on other sites More sharing options...
ikarus Posted December 30, 2010 Author Share Posted December 30, 2010 good points, thanks alot! Quote Link to comment Share on other sites More sharing options...
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