Easy Question! How to make raycast deformation persistent?

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I deformed an object with another object, like a footprint.

I used the raycast SOP.

I want the deformation to be persistent (like a trail), how do I do that?

I guess something with a DOP network but I'm not sure (there's a similar thing in XSI and you just drag the node-tree into “simulation” and bingo, its persistent.)

Attachments:
footstep.jpg (79.5 KB)
footstep b.hipnc (75.5 KB)

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A Shelf Tool / node to make such things simulate/be persistent would be useful, yeah. How ‘bout that for an idea, SESI?

However, if you’d like to look at a very similar kind of thing which makes attribute changes persistent (as opposed to point positions), take a look at:
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=8 [sidefx.com]

If you have a problem figuring out how to extend it to use point positions instead, I'll give it a go for you.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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Thanks but I'm not sure what to look at. You mean the procedural shell asset? Should I use attribute tranfer to transfer point positions?
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Thanks but I'm not sure what to look at. You mean the procedural shell asset? Should I use attribute tranfer to transfer point positions?

I think Jason meant this:
http://www.sidefx.com/exchange/info.php?fileid=613&versionid=613 [sidefx.com]

This is something much less general I did as an example some time ago:
www.4shared.com/file/85112832/4722e7ae/foot_print_delay.html
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Ah…I looked at it…I'm not sure I understand what's going on in there…

I plug in the geometry to be deformed and then where goes the deformer? Inside it reads attributes from itself changed by a DOP?

Do I put my sop network in the sop solver?

Edit:

I can understand your example with the CHOPs better. Quite neat. Thanks.
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