In response to Sy's original idea, I figured out what I was doing wrong in the file I uploaded. Even though I had used a resample sop to increase the number of points to more closely get in range of the sphere I was blend-shaping to I hadn't subdivided the box to increase its primitives and thus the blend shape could not perform properly. What needed to happen is that the Box had to have more geometry than the Sphere. In other words one has to have more than the other and then it's a matter of blending in the right order from least geometry to greatest (if this is making any sense).
In response to Soothsayer's file that is a very interesting concept and it does work with a little tweaking. I was able to blend between a simple end-table geometry and a highly simplified flashlight–four legs to a simple revolve. That was magnificent.
Finally, arctor's point is well-taken, but it brings me back to my original question–How could one model such different objects with exactly the same geometry without running it through some kind of parsing program or Houdini to match the topologies? I guess someone must have written a proprietary plugin to say resample object A to have the same number of primitives (faces) and points (vertices) as object B and do the same for all objects in the scene. Wow.
Thank you all for your knowledge.
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Houdini Indie and Apprentice » blend shape, different topology
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Houdini Indie and Apprentice » blend shape, different topology
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This is the file that I got so far. I've templated a sphere and tried to match a box to it just to keep things simple. For some reason I can't get the overlapping points to find their way to the “unused” points of the sphere. So I appended a clean sop to get rid of them.
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Houdini Indie and Apprentice » blend shape, different topology
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1. Transform your both geo's points into uv space (with PointSOP for example)
Sy this is very helpful info but I am not sure where to begin with the Point SOP for converting T info into UVs. Am I to use the $MAP texture attribute? Or am I to place an expression in the point position attribute? I discovered that P is the attribute for position (not sure what Pw is just yet). Once I do that I guess it will be easier for me to figure out how to get UVW space back to XYZ space.
Thanks in advance,
markerline
Houdini Indie and Apprentice » blend shape, different topology
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Thanks for your reply. Just wondering how they did the Olay “Total Effects” Syrem commercial where the Olay bottle (with the top that looks like a penguin's beak) transforms into a flashlight and a lock and a few other items.
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Houdini Indie and Apprentice » blend shape, different topology
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I was wondering if there was a way to blend-shape between two objects (morph) that have totally different topology. Would I be using a Point sop to map the points from one object to the other? And if so, how?
Thanks in advance,
markerline
Thanks in advance,
markerline
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