akaliln Posted August 14, 2019 Share Posted August 14, 2019 (edited) hi everyone, I have some issue about to push points to the surface. I use volume gradient and volume sample to detect the distance to the surface. The result is worked but not perfectly on the surface. and also have a bit shaking. I try to change the voxel size of vdb. but the issue still exist. Is there anyone can help me to have a look the file please? thx push_points_issue.hipnc Edited August 15, 2019 by akaliln Quote Link to comment Share on other sites More sharing options...
Atom Posted August 14, 2019 Share Posted August 14, 2019 I'm not sure why you're not just creating a collision object? You can also look into the minpos() function. which will help keep points on a surface. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_stick_to_surface Quote Link to comment Share on other sites More sharing options...
anim Posted August 14, 2019 Share Posted August 14, 2019 (edited) the jittering is caused by your popvop1 as you are constantly flipping the tangent v vector every frame - to fix that you can just swap the inputs on the cross2 node - also on your popvop_modify_P_and_drag node enable normalize1 node - lastly, connect your two popvops after everything else, otherwise solver may still move your points into 'collisions' which will not be corrected for Edited August 14, 2019 by anim Quote Link to comment Share on other sites More sharing options...
akaliln Posted August 15, 2019 Author Share Posted August 15, 2019 On 2019/8/14 at 8:42 PM, Atom said: I'm not sure why you're not just creating a collision object? You can also look into the minpos() function. which will help keep points on a surface. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_stick_to_surface Hi thanks for your reply. I tried to understand how the volume gradient and volume sample node work, and read some example on the internet. thanks for your link info, there are also have some good way to keep points on the surface. Quote Link to comment Share on other sites More sharing options...
akaliln Posted August 15, 2019 Author Share Posted August 15, 2019 On 2019/8/14 at 9:02 PM, anim said: the jittering is caused by your popvop1 as you are constantly flipping the tangent v vector every frame - to fix that you can just swap the inputs on the cross2 node - also on your popvop_modify_P_and_drag node enable normalize1 node - lastly, connect your two popvops after everything else, otherwise solver may still move your points into 'collisions' which will not be corrected for thank you very much!! the problem solved. I tried to fixed all what you mentioned about and it's working perfect after that!! thanks for your help. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.