[Sidefx-houdini-list] Smoothing Filter In Houdini
Joe.Thornley at framestore-cfc.com
Sat Mar 4 06:41:45 EST 2006
I don't have the vex code to hand, but you can use getneighbourcount()
and getneighbour() to loop through the neighbouring points and set the
current points P to the average of its neigbours.
Sean Lewkiw wrote:
> I think you can write a VEX that does the same thing as the Realflow
> smoothing algorithm. Basically, after converting to poly, you just
> subtract some percentage of the average of the point positions of
> every points nearest neighbor, and do as many iterations of this as
> necessary to get the thin streamy look. I think. This is something
> that Joe Thornley, (founder of the Thornley Null ©) showed me.
> Peter Bowmar wrote:
>> Smooth SOP is key. Also, and this is kind of weird, if you move the
>> Frequency up above 1 or 2 (forget which) things get really bad, but if
>> you keep going past 2, then things start to look really nice again.
>> You have to use Convert Meta to get polygons first of course.
>> Peter B
>> On 04/03/06, Jaideep Khadilkar <iamjaideep80 at yahoo.com> wrote:
>>> Hi Everybody.........
>>> Just wanted to know whether Houdini Metaballs has a smooth filtering
>>> like, Realflow. In Houdini, main problem I am facing is to creat
>>> thin fluid flow. I tried to play with size and weight parameters,
>>> but not getting thin flow. Or increasing the numer of particles is
>>> the only option?????
>>> Jaideep Khadilkar
>>> TD,Sciclone Motion Graphics
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