demoan666 Posted February 16, 2017 Share Posted February 16, 2017 How do i stop the scatter points from wiggling/ changing position at every frame and instead stick to the (animated/ alembic/ mocap) mesh/volume. Also what's that error on the "connectadjacentpoints" (please refer attached image). m. NB: please bear with my ignorance of basic concepts inside Houdini. Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted February 16, 2017 Share Posted February 16, 2017 The c. a. pieces sop expects geometries to have a name since it's usually used to connect pieces for rbd simulations. If you right click it and go with "allow edit of contents" (or something of the sort) you will see that some nodes have errors because of the absence of the name att. You can delete those nodes since you're not using them if you want to get rid of the error About the other question see here 1 Quote Link to comment Share on other sites More sharing options...
Martin47 Posted February 16, 2017 Share Posted February 16, 2017 you can scatter points in texture space to make points stick to a deforming geometry or generate once on a rest position and then use an attribute interpolate node to deform it each frame check the "Spiky Deforming Torus" example which comes within houdini. 2 Quote Link to comment Share on other sites More sharing options...
demoan666 Posted February 16, 2017 Author Share Posted February 16, 2017 thanks a ton for the "attribute interpolate" tip. it works perfectly on the surface! however i believe i didn't ask my question properly in the first place... I can't seem get it to work with the volume (if the isooffset node's "output" attribute is on iso surface/ tetramesh it draws the scatter points but it wiggles). Quote Link to comment Share on other sites More sharing options...
Sepu Posted February 16, 2017 Share Posted February 16, 2017 Use the point deform instead Quote Link to comment Share on other sites More sharing options...
demoan666 Posted February 17, 2017 Author Share Posted February 17, 2017 hi Sepu, could you please elaborate that a bit. the point deform node has three inputs viz "mesh to deform" "rest point lattice" "deformed point lattice" i can't seem to figure out how to go about that node in this respect. m. Quote Link to comment Share on other sites More sharing options...
Sepu Posted February 17, 2017 Share Posted February 17, 2017 here is a quick ex file. point_deform_ex.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Martin47 Posted February 17, 2017 Share Posted February 17, 2017 take a look... point-deform.hipnc 1 Quote Link to comment Share on other sites More sharing options...
demoan666 Posted February 17, 2017 Author Share Posted February 17, 2017 dang! i was so close... thanks a ton @Sepu and @Martin47 - you guys here are amazing! Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted June 5, 2018 Share Posted June 5, 2018 Hey I Stumbled over this and it helped me with nearly the same effect. but i have to go back to the thing with the connectadjacentpoints node. it is constantly reconnecting points - is there a way to avoid that? I put a connectadjacentpieces node behind the point deform in Sepu`s example to test it. I set the "CaP" node to connect points and tried different radius and max points settings but no luck. thx in advice de Heavy Quote Link to comment Share on other sites More sharing options...
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