Andrew D Lyons
tstexture at gmail.com
Wed Aug 29 12:51:15 EDT 2007
I would have thought detail was a product of voxel resolution -
divisions. Detail is often problematic for this kind of thing. You can
start off with something super high resolution, or just try and
animate it quickly in such a way that people don't get a chance to see
the lack of detail. If you have to have high detail in one hero area
you might want to isolate that area and handle it separately.
On 29/08/2007, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> I want to fill my character mesh with gas like that torus in help files.
> I fill it ok but even upon increasing divisions and iso divisions in
> isooffset I cant get smaller details out like fingers
> Which parameters are the most crucial for getting as close to original mesh
> as possible?
> If I uncheck build volume than mesh generated with isooffset looks
> ok-detailed enough
> just when I build volume I loose detail
> Zoran Arizanovic
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Andrew D Lyons | Digital Artist | http://www.tstex.com
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