Finally!
a solver+attribtransfer+ray node and of course the sim and the output geometry…
evaluate input geometry every frame and… bam!! magic! deforms the output
thank you
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Technical Discussion » Flip Sim to controlled geometry
- Tapsin .
- 4 posts
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Technical Discussion » Flip Sim to controlled geometry
- Tapsin .
- 4 posts
- Offline
Thanks Enivob
i've been reading an article about “baking sims”
http://www.roxlu.com/downloads/scholar/006.fluid.creating_flood_effects_in_uncharted_3.pdf [roxlu.com]
they achieve this using joints (one per vertex)
but am still a newbie in houdini… thats why am looking for guidance
am gonna start following your advice
i've been reading an article about “baking sims”
http://www.roxlu.com/downloads/scholar/006.fluid.creating_flood_effects_in_uncharted_3.pdf [roxlu.com]
they achieve this using joints (one per vertex)
but am still a newbie in houdini… thats why am looking for guidance
am gonna start following your advice
Technical Discussion » Flip Sim to controlled geometry
- Tapsin .
- 4 posts
- Offline
Hello everyone!
I've been trying to export the result of a flip simulation into a single piece of geometry and export the cache as .MC
in other words; A single piece of geometry with the same amount of polygons.
BUT… when the simulation gets complex, topology increases his polycount…
spoiling all my life and hope…
in there any “stay quiet topology” node?
or use a grid and transfer animation from the sim?
Cheers!
I've been trying to export the result of a flip simulation into a single piece of geometry and export the cache as .MC
in other words; A single piece of geometry with the same amount of polygons.
BUT… when the simulation gets complex, topology increases his polycount…
spoiling all my life and hope…
in there any “stay quiet topology” node?
or use a grid and transfer animation from the sim?
Cheers!
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