dtuluu Posted December 3, 2018 Share Posted December 3, 2018 Hey all. How can I make vdbcombine to stop calculating at some state? Easier to explain on an example - ive got boxes that get stamped by a sphere here, obviously in my setup the box loses its stamp when the sphere raises for the next shot. Guess its something trivial but cant get my head around it on my own foreach? timeshift?attribs? tnx Quote Link to comment Share on other sites More sharing options...
FlorianEggers Posted December 3, 2018 Share Posted December 3, 2018 Not sure I understand correctly, you want to keep the deformation after the sphere left for the next box? For that to work (e.g. for the boxes to "remember" the deformation), you need to use a SOP solver. More specifically, the vdbcombine needs to happen inside a SOP solver. Alternatively, you could just copy the sphere onto every box. Depends on what you are trying to achieve in the end... Hope that helps, I might have the time to put up a quick sample scene later today. Quote Link to comment Share on other sites More sharing options...
dtuluu Posted December 3, 2018 Author Share Posted December 3, 2018 yeah i need boxes to stay deformed. not sure ill be able to set it up with solver, too new to houdini, going with TP for now, but yeah a sample would be cool as a learning experience thanks Quote Link to comment Share on other sites More sharing options...
pxptpw Posted December 3, 2018 Share Posted December 3, 2018 (edited) is this what you are looking for stamp.hiplc Edited December 3, 2018 by pxptpw Quote Link to comment Share on other sites More sharing options...
dtuluu Posted December 3, 2018 Author Share Posted December 3, 2018 exactly. thanks guys Quote Link to comment Share on other sites More sharing options...
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