Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.
Learn how to scatter geometry on a deforming surface without flickering. Using the xyzdist()
VEX function, I capture the primitive number and intrinsic UVs, writing them as attributes for each scattered point on the deforming geometry. Then, with the primuv()
VEX function, I interpolate the point positions every frame to maintain smooth movement. Finally, I show how to use the "Copy to Points" SOP to attach any packed geometry to the deforming surface. This technique ensures stable scattering on animated surfaces.
COMMENTS
Please log in to leave a comment.