Hi,
We're doing a project where we have a highres curve based piece of knitted clothing, that we need to deform so it follows the animation mesh. We're hoping to find a way to deform the curves at rendertime, rather than caching out tons of geo per frame.
For fur we're able to set up a rendertime procedural in Solaris that will deform the fur to follow the skin at rendertime. Is there something similar for just getting curves to follow a mesh?
I was hoping to misuse the new feather procedural for this, and I sort of can, but it's pretty hacky.
Any tips?
Procedural Rendertime Point Deform
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- alexsomma
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- samhiscock
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- Heileif
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You would have to build a custom Husk Procedural for this to work.
We are using it to deform a groom with proxy mesh from animation at the moment. Was kinda painful to get it up and running.
You would have to look into how Invoke Graph works. And backward engineer the Hair Procedural setup in LOPs.
But it will still be limited to curves and points without using Engine license for the render nodes when generating/modify prims.
Would be great to have offical Point Deform Procedural that works with meshes and point instancer without need for engine license.
More RFEs would be great.
We are using it to deform a groom with proxy mesh from animation at the moment. Was kinda painful to get it up and running.
You would have to look into how Invoke Graph works. And backward engineer the Hair Procedural setup in LOPs.
But it will still be limited to curves and points without using Engine license for the render nodes when generating/modify prims.
Would be great to have offical Point Deform Procedural that works with meshes and point instancer without need for engine license.
More RFEs would be great.
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