drive SOP geometry transforms with particles
5155 8 3- AndyW
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- circusmonkey
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What your talking about is a very old school Houdini technique.
In loose terms depending on your situation, you want to look at creating a foreach SOP to loop through each piece of geometry and add a point at the centroid. then feed those generated points as the source for your pop souce and jist create on the first frame of course counting how many source points you have , then after the sim > apply those points back onto the geometry pieces via a copy sop.
expressions to look up
npoints()
centroid()
Theres a ton of old threads about it on this forum, see what you can come up with
Rob
In loose terms depending on your situation, you want to look at creating a foreach SOP to loop through each piece of geometry and add a point at the centroid. then feed those generated points as the source for your pop souce and jist create on the first frame of course counting how many source points you have , then after the sim > apply those points back onto the geometry pieces via a copy sop.
expressions to look up
npoints()
centroid()
Theres a ton of old threads about it on this forum, see what you can come up with
Rob
Gone fishing
- AndyW
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- circusmonkey
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Hi,
Here is a simple example show the centroid () expression to map points onto pieces. As ever the best approach is to ruff things out and try to solve small problems then bring everything together.
The biggest problem is going to be mapping the points coming from pops to the correct piece of your fracture > My grey matter doesn't remember the exact technique but it had something to do with passing an attribute from sops into pops and using a prim sop ! > then to a copy sop.
Rob
Here is a simple example show the centroid () expression to map points onto pieces. As ever the best approach is to ruff things out and try to solve small problems then bring everything together.
The biggest problem is going to be mapping the points coming from pops to the correct piece of your fracture > My grey matter doesn't remember the exact technique but it had something to do with passing an attribute from sops into pops and using a prim sop ! > then to a copy sop.
Rob
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- chevita
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- Sadjad Rabiee
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You can also do this with VOP SOP !
1. Add centered points for each pieces
2. Move All pieces to home (center of the grid)
3. Add unique ID for each piece and it's centered point
4. Convert your points to Particles and move them
5. Take position of each point and transform it's piece with this position (with VOP SOP and checking Unique ID ! )
1. Add centered points for each pieces
2. Move All pieces to home (center of the grid)
3. Add unique ID for each piece and it's centered point
4. Convert your points to Particles and move them
5. Take position of each point and transform it's piece with this position (with VOP SOP and checking Unique ID ! )
- Sadjad Rabiee
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- AndyW
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- AndyW
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