Jump to content

attribute transfer between particle fluid surface and dopnet to separate geometry

Recommended Posts

Hi. I was watching this youtube tutorial. There is a melting head.

At about 24:00 there is a section about wanting to separate the melted part that is in the particle fluid surface node from the original mesh.

There is an attribute transfer that takes in the particle fluid surface and the output from the dopnet and somehow this separates the two meshes, which I don't quite get why. 

When I use the attribute transfer in this way, there's no error, I just lose all the geometry.

I was wondering if that had to do with the fact the particle fluid surface node is a bit different in Houdini 19.5 with four inputs, unlike the version of the node in the video with 3 inputs.






Share this post

Link to post
Share on other sites


with attribute transfer he's merely transferring the colour of the points (pop simulation) onto the mesh, so transferring the '@Cd' point attribute, which can then be used in rendering to apply different materials/colours to the static and melting parts of the mesh.

Edited by Ziyad

Share this post

Link to post
Share on other sites
Posted (edited)

Thx. I didn't see the @Cd though in the attribute transfer node.

I didn't think he was using the attribute transfer to transfer the colours onto the mesh for rendering but he was using the attribute transfer to divide up the two meshes according to the pop color for each mesh. So the pop color == black was the head of the animal and pop color == white is the melting part.

What I would like to do is use a different particle fluid surface node for the head (pop color black) and make it higher res eg particle separation .01 and then for the melted part (pop color white) use a lower particle resolution eg. .04.


Edited by Jmg07

Share this post

Link to post
Share on other sites

By default the attribute transfer will transfer all point & primitive attributes unless you specify otherwise, hence why you can see the Cd being transferred despite not seeing it inside the node.

You can split your pop simulation by creating pop groups based on colour, then splitting them afterwards with split node. I've made a quick setup to demonstrate, hope it helps! 


  • Like 1

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now