konstantin magnus Posted September 20, 2022 Share Posted September 20, 2022 (edited) How would you blend positions between meshes with different topology and uneven point count? My idea was to use the 'underlying' primitive's intrinsic UV coordinates for matching. But when transfering to world position I run into this typical "fix boundary seams"-issue known from the UV texture-node. blend_pos.hip Edited September 20, 2022 by konstantin magnus Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 23, 2022 Share Posted September 23, 2022 Hola @konstantin magnus I remember a google demo and this other method . The point count will change during the transition of shapes, but the convex hull retains point attributes during the process, you can easily keep track of point id's to maintain a correspondence with the original mesh and use optimal transport Have a look at the work of the great Jake rice, i just found again the link, here is https://colab.research.google.com/github/jakericedesigns/Smooth-Shape-Blends/blob/main/notebooks/Smooth_Shape_Blends.ipynb#scrollTo=0eKI4oAAqo8X ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
Yader Posted November 21, 2022 Share Posted November 21, 2022 Another method, which is dependent on what kind of objects you have, is to iteratively use the ray sop set to minDist with a low value and then blur inside a sop solver. See attached scene: blend_pos_yader.hiplc 3 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.