bandini Posted July 26, 2013 Share Posted July 26, 2013 (edited) Hey there, A bit of a technical challenge... I have a deforming object that is being turned into a volume for eroding. I am subtracting surface from the object iteratively in a solver SOP, using some procedural volume noises in a volume vop. That's all good, unless my object is deforming (which it is). I need a little help figuring out how to get the noise to stick with the object as it deforms. Any ideas or sample hip files you can share? Thanks! Adam Edited July 26, 2013 by bandini Quote Link to comment Share on other sites More sharing options...
pbarua Posted July 28, 2013 Share Posted July 28, 2013 You can use attributecopy SOP to copy attribute from Prev_Frame to Input_1 inside solver SOP. That's solution if I'm getting your problem correctly. Quote Link to comment Share on other sites More sharing options...
bandini Posted July 29, 2013 Author Share Posted July 29, 2013 Thanks, Pradeep, but I don't think that solution works for volumes. In any case, I switched my approach and have a non-volume method I am working with now that seems promising. Quote Link to comment Share on other sites More sharing options...
Follyx Posted October 15, 2013 Share Posted October 15, 2013 Bump for a sample file please. Quote Link to comment Share on other sites More sharing options...
breadbox Posted October 20, 2013 Share Posted October 20, 2013 not exactly sure if this will work, but what about setting a rest state, or first frame of the deformation, then calculate your noise on those points. store those as attribute values and re-copy those to point positions onto deforming mesh. its hard to say exactly without a file or example showing what you are trying to do. Quote Link to comment Share on other sites More sharing options...
Follyx Posted October 20, 2013 Share Posted October 20, 2013 @bredbox: I dont understand your approach. What do you want to handle with a texture alignment? Wich does not mean however that it dont work, I just dont understand the approach. Cheers Quote Link to comment Share on other sites More sharing options...
breadbox Posted October 20, 2013 Share Posted October 20, 2013 I don't think I was suggesting a texture based approach but now that you mention it, that could also work. its a similar problem when you try to use a 3D procedural that the textures will swim as the object moves/deforms through space. The solution is to find something that can be constant, that doesn't move or change. A UV approach (because UV's don't move as the object deforms) or to create a static version (rest state - pre deformation) of the model that the deforming geo can reference back to as some kind of look up. I'm not sure I'm understanding the original posters question though. I'm pretty sure he would have thought of this Quote Link to comment Share on other sites More sharing options...
Follyx Posted October 20, 2013 Share Posted October 20, 2013 (edited) sounds obvious; tried it: work!! Never thought about to use it ulterior. That I have to learn as newbie in Houdini not to be fixed with my thougts... Thanks for the news. Cheers Edited October 20, 2013 by Follyx Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.