[Sidefx-houdini-list] Creating a Metaball "Cast"

Ben Schrijvers ben.schrijvers at guerrilla-games.com
Mon Apr 2 04:06:10 EDT 2007

You could try the Fuse Sop after the Scatter Sop to get equally spread 
But be sure to insert an Add Sop inbetween connecting all the point s as 
the Fuse Sop strangly doesn't like pointclouds.
For some reason it needs the points to be part of a primative..

Anyway the Fuse Sop has some options about snapping. Averige position, 
highest number, snapping to grid etc..
If you use snapping then the points are actually sharing the same 
possition so use another Fuse to get rid of them.


Robert Thomas wrote:
> Hi everyone,
> I'm trying to create a metaball "cast" of an object using particles in
> preparation for melting the object.  My approach currently involves using
> the scatter SOP on the base object, then creating a particle at each 
> point
> and copying metaballs to the particles.  The problem with this method is
> that it creates a lot of grooves in the cast as the metaballs overlap too
> much or not enough.
> I tried fixing this by recording the distance from each point to the next
> nearest point, then setting the radius of each metaball to this value, 
> thus
> making the metaball force equal between them.  Unfortunately, this 
> doesn't
> work correctly because it doesn't take into account the fact that 
> scatter is
> semirandom and the distance to other adjoining metaballs is not 
> necessarily
> ideal.  If I make the scatter SOP record the distance to the tenth 
> nearest,
> it smooths out, but obviously this makes the metaballs much bigger 
> than they
> really need to be and it does not hold an accurate representation of the
> original object even with 9,000 metaballs (and the grooves are still 
> there,
> just less visible than before).
> The only thing I can think of to correct this problem is to distribute
> points evenly across the surface of my original model, such that the
> distance between each point is precisely equal.  I could then use squared
> out metaballs to represent my surface.  Trouble is, I'm not sure how I 
> would
> go about spreading equidistant points across my object's surface.
> How would I go about doing something like this?
> Thanks!
> Robby
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