Popular Post Neon Junkyard Posted July 5, 2016 Popular Post Share Posted July 5, 2016 (edited) I have seen this question posted several times throughout the forum without much of a definitive solution and I have personally been asked several times how to do this, so I prepared a hip file with 2 different ways to achieve this effect, with some notes explaining what is happening. Basically you have to properly prepare your rest coordinates and then use them as a source for the noise. Hope some of you find it useful NJ_volume_deform.hip Edited July 5, 2016 by Neon Junkyard 11 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted July 5, 2016 Share Posted July 5, 2016 (edited) Omg i can't thank you enough for this! It's exactly what I was after!!! Thanks again On another note would you be able to do a tutorial on setting up a deforming mesh like a character that crumbles away into fragments. I've been wrestling with that one for a while now and can't seem to get it to work :/ there's there's a really nice example on vimeo but no advice. Ant Edited July 5, 2016 by anthonymcgrath more words Quote Link to comment Share on other sites More sharing options...
Neon Junkyard Posted July 12, 2016 Author Share Posted July 12, 2016 No problem, glad to help! I actually had time to take a stab at this over the weekend, I started a separate topic again in case anyone else finds it useful, here is the link- 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted August 8, 2016 Share Posted August 8, 2016 I've just commented on your other thread - thankyou for this tutrorial i'm super grateful as i've wanted to tackle things like this for so long Quote Link to comment Share on other sites More sharing options...
adrianr Posted August 9, 2016 Share Posted August 9, 2016 Commenting for the excellent example video Quote Link to comment Share on other sites More sharing options...
mecca76 Posted May 13, 2019 Share Posted May 13, 2019 (edited) Thank you so much for these setups I have an issue I'm trying to resolve and either one of the setups come with an issue I can't resolve. Essentially I am trying to add a density noise modifier as to break up the density, but also be able to animate the noise offset of both the deforming noise and the density noise. In the first setup where you deform the volumes already with cloud noise etc I can indeed add density noise but I had strange results so had to increase the number of points and area of points as parts of the noise outside of the points areas was acting unpredictably and not deforming (weird stretching and appearing parts) so any way I resolved this but of course I can't animate the offset of any noise values by nature of the Timeshift node always looking at frame 1 on the density look up. So I tried the other method, and I managed to add density noise but stretches the noise to the centroid of the volume and I can't figure out how to have more natural? [SOLVED] kind off. Edited May 14, 2019 by mecca76 Quote Link to comment Share on other sites More sharing options...
kvaletet Posted October 22, 2020 Share Posted October 22, 2020 (edited) This is an awesome setup, thank you very much for sharing! Pardon me for being ignorant if this is an easy fix, but if you animate the input geometry to rotate by 180* in Y-axis, the volumes start breaking up using method 1. Anyone know how to make method 1 work with that kind of animation? Edited October 22, 2020 by kvaletet Quote Link to comment Share on other sites More sharing options...
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