Tapsin .
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Flip Sim to controlled geometry 2015年3月27日2:19
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
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
Flip Sim to controlled geometry 2015年3月22日21:12
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
Flip Sim to controlled geometry 2015年3月19日13:03
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!