demoan666 Posted September 25, 2020 Share Posted September 25, 2020 (edited) i want to scatter points on a deforming mesh (a growing mesh) based on its curvature attribute. currently they are appearing and disappearing as the curvature values are changing (based on the deforming mesh) every frame. however i want them not to disappear once they are created and stick to their original position they were created (as closely as they can). PS: the deforming mesh is generated from a vdb sdf. i am using a triplanar UV on it. i would highly appreciate any tips and help. Edited September 25, 2020 by demoan666 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 25, 2020 Share Posted September 25, 2020 (edited) I think that they gonna stick on Any color or please provide Your growth Example File . ScTTOD.hiplc POP version vdbscatter_v02POP.hipnc Edited September 25, 2020 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 25, 2020 Share Posted September 25, 2020 (edited) I found also Something to have in mind ..plus you have some Tricks ON CGwiki ..Yupiiii Have Fun http://www.gustavlarsson.nu/work/deforming-rbds-stick-to-animated-mesh/ Edited September 25, 2020 by Librarian Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 27, 2020 Share Posted September 27, 2020 (edited) Tesan pointed you to the most common method to sticks your scatter points to your deformed geo. Now well dont expect miracle. If your curvature is changing quite importantly, your density distribution will also be and off course your scatter point can't stick. - Try first to see if you could find a frame where the curvature could be a decent compromise for all the animation. - If not other ideas will be play with pscale to fadeoff the point instead of brutal disappearing and do a linear interpolation with different timeshift value offset in time. Or morph between then, so the scatter point could "slide" on the surface and change scalling up and down. - Finally a brutal force solution, scatter point all around , stick in place, and link your curvature to pscale using a ramp to fine tune control. Can't see other solution for now, hope it helps! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) (Available soon) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Edited September 27, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 27, 2020 Share Posted September 27, 2020 (edited) Here is a quick capture example using attribfade (and point deform) , you could apply the same method, and even if your cavity map is changing, it will react hopefully smoothly enough. I havent used it for this kind of effect, but You could also eventually used Chop to smooth the anim ________________________________________________________________ Vincent Thomas (VFX and Art since 1998, Available soon) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas ballnoiseanimatedpscalefading.mp4 Edited September 27, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
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