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How to get the edge of a polygon that just got spring sop'd?


alksndr

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So I was trying to do the ghost in the shell type peeling and floating away, and I got that, but I want to take it further and make the edge where it gets separated be burning. So it would turn into a diff material that i can overlay. Sort of like this result: 

but he faked it with noise and for the sake of learning I wanted to make it be start on the edges that break away and fade out. 

Got apic of what im going for. And the file is kind of slow so you probably want to just cache it first, doesn't take long at all. 

 

I havent gotten far at all with figuring this out because I have no idea, I can use the static group to delete the parts that arent burning and that is cool but finding just the edge that gets peeled off is somethin Idk. Thanks for your help anyone!

post-11934-0-58850300-1423315853_thumb.j

helpls.hip

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I'm not sure if this is close to what you are after but it's what I thought of first up. I'm sure a more experienced houdini user will have a better solution but this one is pretty simple.

 

It doesn't get you just the edge like you talked about but the 'debrissource' SOP will give you points along the split edges and you can control how long that edge is active for. Then I'm just attr transferring those values back to your mesh.

 

Cheers Jake.

 

faceSpring2.hipnc

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I'm not sure if this is close to what you are after but it's what I thought of first up. I'm sure a more experienced houdini user will have a better solution but this one is pretty simple.

 

It doesn't get you just the edge like you talked about but the 'debrissource' SOP will give you points along the split edges and you can control how long that edge is active for. Then I'm just attr transferring those values back to your mesh.

 

Cheers Jake.

Thank you Jake, thats perfect for what I'm going for =)

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