Geometry Object conforming to another Geometry surface

   8911   6   1
User Avatar
Member
833 posts
Joined: Jan. 2018
Offline
Is there a way to make a geometry conform to another object? I tried Ray but that's not giving me any good result.

I'm basically trying to wrap this padded rectangle all over a squished sphere so that it conforms to the sphere's surface. I'm currently using a Bend node but it seems like there's probably an easier and more proper way to have it deform and follow the contour of my sphere more precisely.

Any ideas?

Attachments:
Screen Shot 2020-01-28 at 6.14.20 PM.png (617.8 KB)

>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
User Avatar
Member
406 posts
Joined: April 2017
Offline
If you can reduce that mattress-looking shape to a flat plane and then Ray it onto the collision geometry, you could use the original plane and the projected plane to drive a Point Deform that warps the mattress into position.
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
User Avatar
Member
2164 posts
Joined: Sept. 2015
Offline
You could do some attribute mapping in vex from your Source Object to your Target Object.
User Avatar
Member
833 posts
Joined: Jan. 2018
Offline
toadstorm
If you can reduce that mattress-looking shape to a flat plane and then Ray it onto the collision geometry, you could use the original plane and the projected plane to drive a Point Deform that warps the mattress into position.

I think I know what you're saying. Not really getting the results I was hoping for, but I also suspect that there's not a “wrap this object around this other object” type of node in Houdini.

Sounds like my best bet might be to use a Lattice node and manually wrap my ‘mattress’ around my sphere.
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
User Avatar
Member
406 posts
Joined: April 2017
Offline
Here's what I was thinking. If you're hoping for volume preservation in a deformation like this, you might need to do it via simulation (Vellum) instead. Maybe someone else will have a better idea for how that could be accomplished.
Edited by toadstorm - Jan. 28, 2020 22:24:27

Attachments:
Untitled.png (171.0 KB)
mattress_pointdeform_toadstorm.hip (150.0 KB)

MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
User Avatar
Member
833 posts
Joined: Jan. 2018
Offline
Very cool, thanks for the example. Yeah, basically what I was doing (without the cool VOP node to create the quilting…cool trick, maybe a future MOPs feature with different patterns?). What I was doing wrong is not using my mattress geometry bottom side to drive the Ray node (I created a second Grid instead), so when I would reconnect everything with the Point Deform, the primitives didn't match up properly.

This is awesome and quite elegant, thanks for showing me!
>>Kays
For my Houdini tutorials and more visit:
https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
User Avatar
Member
504 posts
Joined: July 2005
Offline
You can also try to convert the grid to nurbs and use the creep node. The results should be similar to point deform.
  • Quick Links