[Sidefx-houdini-list] Pipe an SDF straight into staticobject DOP?
sidefx at trinix.ca
Mon Apr 6 23:17:10 EDT 2009
I wanted to do that too in order to add a noise the volume. When we
create the default setup for emitting fluid from a source object, it
uses the static object as the emitter and I thought it would be
interesting to see if the fluid look more natural when we add this noise.
I guess if we hack the Static Dop we can override it. I tried to save
the SDF volume to a .bgeo and pipe that into collision geometry but it
I haven't continued me test because when I tweaked properly the
vorticles I had a nice result and didn't need that setup anymore.
However I'm curious to know how to do that.
Rangi Sutton wrote:
> Hey folks,
> There's lots of doppiness I still haven't got my head around.
> A staticobject dop has a bunch of controls for creating the collision
> volume, which are very nearly the idential set offered in the isooffset
> sop. However I can get a better result from the SOP, because I can
> override the bounds of the object. Also, I'll be using these things with
> curl-noise, so it seems redundant to calculate the SDF twice.
> I'd love to be able to pass the iso-offset resulting SDF volume to dops
> as the static objects collision volume. Any tips?
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