Benjamin Fiske Posted May 2, 2012 Share Posted May 2, 2012 I'm trying to make a very basic polygonal cloud. I'm starting with an isooffset'd sphere, scattering points on that, and then copying a bunch of randomly sized polygonal spheres to that point cloud via the copy SOP. Having never used the cookie SOP before, is there a simple way to take all of this resulting geo and cookie each into one uniform surface? Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted May 2, 2012 Share Posted May 2, 2012 (edited) I'm trying to make a very basic polygonal cloud. I'm starting with an isooffset'd sphere, scattering points on that, and then copying a bunch of randomly sized polygonal spheres to that point cloud via the copy SOP. Having never used the cookie SOP before, is there a simple way to take all of this resulting geo and cookie each into one uniform surface? You could optionally use an isooffset to convert all the spheres to an isosurface. If you must use a cookie sop you might have to set it up inside a foreach sop cause the cookie only takes two objects at a time. it could be a bit confusing a setup, plus nothing guarantees that the cookie won't corrupt your geo at some point... Take a look at Peter Quint's videos on the foreach sop if you decide to go down that route. Cheers Edited May 2, 2012 by rafaelfs Quote Link to comment Share on other sites More sharing options...
Benjamin Fiske Posted May 2, 2012 Author Share Posted May 2, 2012 You could optionally use an isooffset to convert all the spheres to an isosurface. If you must use a cookie sop you might have to set it up inside a foreach sop cause the cookie only takes two objects at a time. it could be a bit confusing a setup, plus nothing guarantees that the cookie won't corrupt your geo at some point... Take a look at Peter Quint's videos on the foreach sop if you decide to go down that route. Cheers I thought of isooffset last night, as well, but the result was a swiss cheese mesh. I'm guessing it has a tough time navigating which part is inside and which part is outside in a big mess of geo like that. Tried foreach last night as well, but it didn't seem (offhand) that one could grab the "next each" to use - nor would that necessarily work. Ideally this would be solved in a system that progresses from the first and ends at the last, but that's pretty un-Houdini .. tricky problem! Quote Link to comment Share on other sites More sharing options...
Benjamin Fiske Posted May 2, 2012 Author Share Posted May 2, 2012 So, didn't think of metaballs. I think that'll work. That said, still very curious how one would solve this problem if anyone can think of how to do it. Quote Link to comment Share on other sites More sharing options...
3dbeing Posted May 5, 2012 Share Posted May 5, 2012 So, didn't think of metaballs. I think that'll work. That said, still very curious how one would solve this problem if anyone can think of how to do it. Here ya go benjamin. It's a bit convoluted, I feel there is a more elegant solution somewhere, but it works none the less... volume2surface.hip Quote Link to comment Share on other sites More sharing options...
eetu Posted May 5, 2012 Share Posted May 5, 2012 It's a bit convoluted, I feel there is a more elegant solution somewhere, but it works none the less... Yes, that feels a bit convoluted You can just copy volumes and get the isosurface. volume2surface_ee.hip Quote Link to comment Share on other sites More sharing options...
zarti Posted May 5, 2012 Share Posted May 5, 2012 without volumes . oc , the Merge Results option on the ForEach node is turned OFF since the cookie operation mode ( Union ) adds them all by itself . well , the cookie ' accuracy ' .. is another song . =) -- -- scene is a H11 file . while Clip SOP is just to see whats going on inside .. -- cloudz.hipnc -- .cheers Quote Link to comment Share on other sites More sharing options...
3dbeing Posted May 7, 2012 Share Posted May 7, 2012 Yes, that feels a bit convoluted Let's call it friday night derpa derps. But I thought I tried your way and got wierd results.. must have done something wrong anyway... =P Quote Link to comment Share on other sites More sharing options...
tjeeds Posted May 11, 2012 Share Posted May 11, 2012 I'll just throw this in here, if you set a metaball to Threshold Radius with a weight of 10 it almost exactly matches a sphere of the same radius when you isoOffset it in metaball mode. On my last show I had a simple asset that contained a linked metaball and sphere so I could pop it down and model with primitive spheres then select all of them and toggle to metaballs for the isoOffset. Quote Link to comment Share on other sites More sharing options...
woodenduck Posted May 15, 2012 Share Posted May 15, 2012 How about this - Sphere sop (set to polygon), mountain sop, isooffset(fogVolume), scatter points, copy metaballs, convertmeta. metaConvert.hipnc Quote Link to comment Share on other sites More sharing options...
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