[Sidefx-houdini-list] advect along surface
hoknamahn at gmail.com
Sun Sep 11 18:54:26 EDT 2016
If I understand you correct, I would sample velocity from a volume, then
transform it into a tangent (uv / whatever) space of the "mesh", find new
position in the same space and finally transform that position from uv /
tangent space into 3d space.
How exactly you do that is another question. It really depends what are you
Another method would be computing position as p' = p + dv, where dv is
velocity per frame and then doing correction of that new position p' by
volume gradient (i.e. pushing position along the normal to the surface).
This one is fully 3d, but you need a wide enough band in the volume.
On Sun, Sep 11, 2016 at 11:17 PM, Gary Jaeger <gary at corestudio.com> wrote:
> Hello. We’ve been experimenting with advecting points in VDB volumes.
> Cool, but is it possible to do something similar but only along the surface
> of a poly mesh, instead of inside the whole volume?
> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
> http://corestudio.com <http://corestudio.com/>
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