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Deforming 2d pyro back onto geometry


A. Morales

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Hey Guys,

I'm currently trying to achieve and effect where of applying a 2d pyro sim back onto the initial sourced geo, but in a displaced way, I only need the pyro in 2d form (think watercolor on paper) only the geo paper has some crunchy ends , rolled up ends etc.

I was hoping the Deform Volume example inside houdini would do the trick, but since im working in a decently high amount of voxels for the initial sim, in order to sample it back onto the geo, i need to create a high density box (1kx1k) to get close to the detail from pyro sim. this is causing issues, in performance obviously , im hopeing theres a better way to achieve this.

Earlier i was thinking of maybe rendering the 2d sim back onto the inital meshes Uvs and then rendering that as a texture for the camera shot, if someone has a setup for that id gladly appreciate it, my knowledge in shops is still very new and wouldnt know how to set that up.

if theres a more efficient way to achieve this effect let me know :)

Thanks

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