Thanks kustaa,
i'm trying to study your file especially the voppop node, as i'm new to
houdini and imagine vex/vop nodes at first contact…
and thanks pclaes for your resources as they use similar techniques,
…so generating points (scatter or pointclouds or SDFvolumes) becomes
usefull informations to use in your vop networks… with math knowledge
at your side you'll have unlimited control.
So i've found a thesis :
http://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc09/Cashmore/MichaelCashmore-Thesis.pdf [nccastaff.bournemouth.ac.uk]
from Michael Cashmore, where it says:
4.4 Limitations of SDF Volumes
For the majority of cases generating an SDF volume as a way to keep the particles on the surface of
the geometry works very well, however there are some limitations to this method. Geometry with
smaller, more intricate details makes it difficult to generate a good SDF volume. With the example of
the troll model in figure 8 areas such as fingers and the mouth have finer detail. Trying to generate a
satisfactory volume from these parts becomes problematic. The Isooffset SOP which creates the SDF
volume allows the resolution of the volume to be increased; this is an option which the tool passes
onto the user. Increasing the resolution helps to decrease the problem and for the examples
generated for this project produce more than satisfactory results. However if geometry that was
more complex was used no matter how high the resolution was set the outcome would never reach
a satisfactory level. Without being able to generate a good enough SDF volume the particles would
be allowed to enter geometry creating growth that would go inside the geometry.
Now i believe that i want to study in depth houdini , so i cant avoid to deepen
these topics,but yet i wonder if there are other ways to achieve avoid obstacles with particles and geometry, just because the potential of houdini are endless!
bye