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reuben94
Not sure why the for each loop is re-calculating fractures each frame. Point deform works fine if I perform it individually. Anyone able to provide some insight?
animatrix_
Hi,

You can just loop over each piece and use Point Deform on that piece for Capture and Deform.

If you want the fastest performance, you have to capture once in a time independent branch and then deform every frame. To set this up you need to write some VEX code to look up the capture indices across the entire geometry as the Point Deform capture indices will be based on isolated individual pieces.

There is a pending RFE for Point Deform to support IDs, to solve this exact problem.
reuben94
Cheers, I'll try that. It's good to know this is being looked at.
jsmack
animatrix_
There is a pending RFE for Point Deform to support IDs, to solve this exact problem.

This was already added, as of 18
ziconic
Yeah this seems fairly painless in H18. All I had to do was move the time shift before the foreach region, drop down a point wrangle to set @id to @ptnum, and set the pointdeform node to only capture. Then add another pointdeform node after the foreach_end node set to Deform and voila.
reuben94
ziconic
Yeah this seems fairly painless in H18. All I had to do was move the time shift before the foreach region, drop down a point wrangle to set @id to @ptnum, and set the pointdeform node to only capture. Then add another pointdeform node after the foreach_end node set to Deform and voila.

That works great! Appreciate everyone's input.
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