[Sidefx-houdini-list] UVs on Mettaballs?

Rob Pieké rob-p at moving-picture.com
Thu Feb 19 05:05:46 EST 2009


> You could try a rest position sop which will give you a static position
> for the centre of each metaball. The centre only mind, not the actual
> surface. In your shader, use some tricks like subtracting that info from
> P (transform both to object/world space btw) to try to get yourself some
> relatively static metaball geometry.
> 
> You could just play around with transforms in vops to roll your own
> projection perhaps... stick x and y into s and t

I guess it really depends on what effect you're after, and whether you 
anticipate the metaballs ever breaking free or not. You could imagine a 
stretchy cloth wrapped tightly around the metaballs with the UVs 
belonging to the cloth, or you could imagine the UVs belonging directly 
to the metaballs.

Louis' suggestion works pretty well for the latter case, where blobs can 
detach (and end up textured like spheres) or move around in the 
blobby-mess where the UVs end up stretched in a pretty funky way :)

Depending on what the texture is, you could possibly investigate 
multi-texturing as well, using different pseudo-UV-sets for the nearest 
N neighbour meta ball centres and weighting the texture lookups for each.

Since this list doesn't support attachments, how are people sharing 
videos these days? Create a parallel entry on one of the forums? YouTube?

Cheers!




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