[Sidefx-houdini-list] UVs on Mettaballs?

Louis Dunlevy louisdunlevy at gmail.com
Fri Feb 20 04:51:56 EST 2009


Rob Pieké wrote:
>> 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!
>
> _______________________________________________
>   
Yeah, I guess you could do an attrib transfer style uv transfer with a
point cloud setup in your shader, or maybe the new volume stuff may make
it even more fun!



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