[Sidefx-houdini-list] triangulation

Andrew Lyons tstexture at gmail.com
Thu Apr 19 12:08:23 EDT 2012


This has become a standard, must-have tool.

SESI should probably roll a C++ implementation into the collision
options in the collide POP....

Cheers


On 19 April 2012 09:05, zoran arizanovic <zoran.arizanovic at gmail.com> wrote:
> thanks zhang xiao
> i need to check this never done it before :(
>
>
> On Thu, Apr 19, 2012 at 5:51 PM, Zhang Xiao <zhangxiao6776 at gmail.com> wrote:
>
>> Another choice you may try is to use sdf field from fluid sim and do
>> particle collision with vex pop, faster and more accurate
>>
>> Sent from my iPhone
>>
>> On Apr 19, 2012, at 7:41 AM, zoran arizanovic <zoran.arizanovic at gmail.com>
>> wrote:
>>
>> > hi
>> > i have a small problem i have a mesh i created from fluid
>> > now i would like to use it for collision in pop network
>> > so i need to triangulate it?
>> > whats the best way to do it inside houdini as it is quite heavy
>> > thanks
>> >
>> > --
>> > Zoran Arizanovic
>> > vfx reel : http://vimeo.com/28605448
>> > http://www.imdb.com/name/nm2902303/
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>
>
>
> --
> Zoran Arizanovic
> vfx reel : http://vimeo.com/28605448
> http://www.imdb.com/name/nm2902303/
> _______________________________________________
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Andrew D Lyons | Digital Artist | http://www.tstex.com
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