|On this page|
This SOP deforms the geometry according to the point cloud from the animated proxy geometry, using an attribute or constraints to limit their influence.
The primitives in the geometry to deform.
Match Proxy by Attribute
Use a custom string attribute to match geometry pieces to their proxy geometry counterparts. By default the “name” attribute is used, but in some cases, using a different attribute may be required - for example, when the proxy geometry is fractured further into more pieces than the render geometry and their names no longer match.
The string attribute name to match geometry pieces to their proxy geometry counterparts.
Uses an attribute to determine clusters of proxy geometry points to be used to deform the geometry. Geometry pieces will only be deformed by proxy geometry points with a matching attribute value.
Clusters of proxy geometry points will be built between pieces that are connected via their constraints. Geometry pieces will only be deformed by proxy geometry points with a matching name attribute and proxy pieces' points within the same cluster.
The reference frame to use for capturing capture points and weights.
The maximum distance (in Houdini units) away from each point to look for points in the deforming point cloud. A simple Elendt metaball weighting is then applied based on the relative distance.
If fewer points than this are found, the search radius is increased to find at least this number of points. This will cause discontinuities in final mesh, but is often preferable to having points being orphaned.
Provides an upper bound to the number of points that any particular point can be weighted by. Speeds up application and reduces memory use, but will create discontinuities if hit.
Attributes to Transform
Point and Vertex attributes that match this pattern will be transformed. Their Type Info will be used to determine how they should transform, as points, vectors, and normals all need different operations.
P matches this string, then primitive transforms will
also be rotated.
P is always deformed, regardless of this setting.