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Temporal Point Filter


francois

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Hello,

this is my first post here and I am starting to use Houdini.

I am currently fitting one mesh to another animated mesh (an obj sequence) using the Ray node, but this operation results in a lot of point jitter from frame to frame as my original mesh has a lot of convex and concave areas which causes the ray intersects to 'pop' quite a bit.

It looks like what I would need is a temporal filter which would smooth out each vertex transform over several frames to help get me a smoother vertex animation. Does such a node exist in Houdini? And if not, would I be using channels (CH) to make one?

I have attached a movie of the issue.

Thanks for the help!

jittering.mov

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Hi. I am basically trying to get get a fixed vert count animated mesh from a smoke sim. The smoke sim was down in FumeFX, meshed in 3dsmax and imported as an OBJ sequence into Houdini. If I were to do the smoke explosion sim in Houdini instead, would there be a more stable technique to get the final animated fixed vert count mesh?

Thanks

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It sounds like the workflow is somewhat dysfunctional. Why does it matter if the point count changes? Long story short you're not going to be able to get a very reliable representation of the simulation without changing the point count and order. If you're trying to keep the point count and order the same so it works with some kind of caching for another application I'd say stop right there and figure out a different way to cache things that doesn't require consistent point count and order.

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Here's to answer your original question, but I still think there's something wrong with the bigger picture if you're trying to make dynamics caches with consistent point count and order. See the attached file and flip to switch to see with and without the CHOP smoothing. Also maybe increase the sampling on the Ray SOP.

smoothWithCHOP.hip

Edited by lukeiamyourfather
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