pixolator Posted November 11, 2017 Share Posted November 11, 2017 Hi evryone . Anybody have an idea how to create this effect ? he says its all in sop an so fast thanks. https://vimeo.com/93047720 Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 11, 2017 Share Posted November 11, 2017 try this one ? Quote Link to comment Share on other sites More sharing options...
pixolator Posted November 12, 2017 Author Share Posted November 12, 2017 (edited) 5 hours ago, Noobini said: try this one ? thank alot for your answer But its an animated object not deforming object and when you look closely on the dolphin tale you can see that texture still sliding on surface and not working on the other part of the body that has not any deforming its ok but my point is for deforming object Edited November 12, 2017 by pixolator Quote Link to comment Share on other sites More sharing options...
lsys Posted November 12, 2017 Share Posted November 12, 2017 deform_volume.hipnc hope can help you。 Quote Link to comment Share on other sites More sharing options...
pixolator Posted November 12, 2017 Author Share Posted November 12, 2017 (edited) 24 minutes ago, lsys said: deform_volume.hipnc hope can help you。 it seems perfect and work ! thank you alot but still i think its not the way that the video that i posted works and in the comment he says that its so fast but this method of converting to cloud and then vdb and then another cloud is heavy anyway thanks alot again. Edited November 12, 2017 by pixolator Quote Link to comment Share on other sites More sharing options...
StepbyStepVFX Posted November 12, 2017 Share Posted November 12, 2017 (edited) What I understand is that they did not use fluid sim to make those cloud fx, just 3D noise texture, is that what you mean ? So you want that a 3D texture (whose value depends on the 3D position in space of the shading point), « match » or follows the deformation of your object ? If so, I would create a rest position (attribute that stores for each point its initial position in space), and I would use this restposition as input of my call to the 3D texture so that whatever is the real position of my point in space, the 3D texture « follows » that point. Do you think it can work ? Edited November 12, 2017 by StepbyStepVFX Quote Link to comment Share on other sites More sharing options...
lsys Posted November 12, 2017 Share Posted November 12, 2017 5 hours ago, pixolator said: it seems perfect and work ! thank you alot but still i think its not the way that the video that i posted works and in the comment he says that its so fast but this method of converting to cloud and then vdb and then another cloud is heavy anyway thanks alot again.NJ_volume_deform.hip it‘s fast ! you can try this! it's too slow! Quote Link to comment Share on other sites More sharing options...
pixolator Posted November 12, 2017 Author Share Posted November 12, 2017 3 hours ago, StepbyStepVFX said: What I understand is that they did not use fluid sim to make those cloud fx, just 3D noise texture, is that what you mean ? So you want that a 3D texture (whose value depends on the 3D position in space of the shading point), « match » or follows the deformation of your object ? If so, I would create a rest position (attribute that stores for each point its initial position in space), and I would use this restposition as input of my call to the 3D texture so that whatever is the real position of my point in space, the 3D texture « follows » that point. Do you think it can work ? yes man i think thats the way it will work out Quote Link to comment Share on other sites More sharing options...
pixolator Posted November 12, 2017 Author Share Posted November 12, 2017 1 hour ago, lsys said: it‘s fast ! you can try this! it's too slow! thanks man i will check the file Quote Link to comment Share on other sites More sharing options...
pixolator Posted November 12, 2017 Author Share Posted November 12, 2017 4 hours ago, lsys said: it‘s fast ! you can try this! it's too slow! Super thanks...It works perfectly ! Quote Link to comment Share on other sites More sharing options...
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