nicoladanese Posted November 29, 2018 Share Posted November 29, 2018 hey! I'm about to create a fairly simple effect where a deforming mesh (a man running for instance) is made of spheres, not only on the surface but inside as well. Of course I can scatter points inside, but my question is how can I keep the distribution of spheres constant through the animation so that each sphere moves with the body (and on top a little noise to make each sphere alive...) a good example is this video at 1:32 any tip? cheers! Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted November 29, 2018 Author Share Posted November 29, 2018 update: found a point-deform example that looks exactly what I need...will do some test! Quote Link to comment Share on other sites More sharing options...
kfu Posted November 29, 2018 Share Posted November 29, 2018 another way is offset scatter points rest position using normal, and then in VEX using intersect function to found the prim uv, feed this uv in primuv function to find the new location of the point Quote Link to comment Share on other sites More sharing options...
tamagochy Posted November 29, 2018 Share Posted November 29, 2018 attribute interpolation faster and easy )) enable at scatter primuv and primnum and interpolate... Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted November 30, 2018 Author Share Posted November 30, 2018 hey! thanks for your reply, I found also this from farmfield, and he's using point deform as well! interesting the way he uses vdb to sheres to have spheres that are not intersecting each other Quote Link to comment Share on other sites More sharing options...
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