[Sidefx-houdini-list] Houdini equivalent to Maya Wrap Deformer?
mmelantonio at gmail.com
Mon Aug 6 11:45:47 EDT 2018
Just to inform that Point Deform node gave a very decent result for my
The problem was with the reference and animated geometry. After a Boolean,
Clean and Convert Node, it worked properly.
Same techniques used in the Collisions Webinar by Jeff Wagner to prepare
geometries for collisions.
I'm going to explore the other methods described too.
Thanks for all replies and suggestions.
Em qua, 25 de jul de 2018 às 12:40, Mathieu Leclaire <mleclair at hybride.com>
> I'm not sure I'm following you. Y position when it's on a flat XZ grid,
> sure, but if the object is more complex, I guess you mean using the
> distance between your point and the position from the xyzdist result?
> Even that won't always be consistent as the closest location normal
> won't necessarily be in the direction of where your point is. It's fine
> if your geometry is mostly smooth, but it there's a lot of noisy normal
> variations along the surface, it'll generally cause you problems.
> That's why point deform uses matrices. If you study the VEX code of the
> point deform, you can see it stores matrix transforms for each point
> from the Rest mesh to the Deformed mesh and then using your Capture
> settings, saves an array of point numbers and weights based on distance
> from your point to the Rest mesh points. Then basically it applies these
> matrix transform multiplied by the weight originally calculated. That
> means if you put Maximum Points to 1, then the point will be transformed
> like it's closest point while keeping the same offset transform. By
> adding more points in the Maximum Points, it simply smooth out the
> transform by multiple points. Point Deform is probably the node I use
> the most in Houdini, other then Attribute Wrangle.
> And if you want to keep most of your details from the original points
> while you point deform, you can always do the Delta Mush trick and
> smooth both your rest and your deformed meshes before using the point
> Anyway, maybe I misunderstood what you meant, but for myself I use these
> tricks all the time all over my set-ups. It really depends on what you
> need to do.
> On 25/07/2018 3:58 AM, Gerbrand Nel wrote:
> > Attribute transfer by UV?
> > I do this all the time. You just need to store the point Y position,
> > and then use that to push the points along the character's normals,
> > after the deformation.
> > G
> > On 2018/07/24 23:09, Mathieu Leclaire wrote:
> >> I'm not sure I fully understand what you want to do and why the point
> >> deformer isn't giving you good results.
> >> The point deformer saves a bunch of points and averages out the
> >> locations/offsets of your point from that list (it internally uses
> >> matrices and weighted distances to calculate the location with an
> >> offset), then reapplies the average on the deformed mesh. The point
> >> deformer will usually work very well to remap points from a static
> >> mesh to a deformed one, as long as they aren't too far away from the
> >> surface. If the results aren't good, you can subdivide both the
> >> static and deformed mesh to help smooth out the results.
> >> If you want a more custom VOP/Vex solutions, you can use XYZDist to
> >> find the closest location (returns a primitive number and a uv
> >> coordinate on that primitive) on a static polygon mesh (must be
> >> polygons, not polysoup or packed primitives) and then use Prim UV
> >> (named primitive attribute in VOP) to extract the same location on
> >> that animated mesh. Use P in the attribute field to extract the
> >> position. That will extract a position on the surface though. No
> >> offset information will be present there, so all points will stick to
> >> the surface.
> >> Hope that helps.
> >> -Mathieu
> >> On 23/07/2018 6:24 PM, Marco Melantonio wrote:
> >>> I'm trying to find a way to drive some animated particles (like an
> >>> organic
> >>> propagation growth) on an animated character.
> >>> I did most of the effect RnD on static object. Now I'm trying to get
> >>> the
> >>> same result on an animated character. To do so first I cached the
> >>> simulation to be deformed by the animated version of the character.
> >>> A similiar result can be achieved with the Maya Wrap Deformer.
> >>> The best result I got in Houdini so far was with the point deformer
> >>> node,
> >>> but unfortunately it doesn't use the nearest point of the mesh, but a
> >>> random one.
> >>> I tried to use the Lattice node too, but it's not working. Should be
> >>> missing some pass.
> >>> I have tried a custom deformer too.. But not sure how to get the
> >>> nearest
> >>> point location on VOPs. Near distance node returns the point number
> >>> only.
> >>> Does anyone have a clue or a tip?
> >>> Thanks
> >>> Marco Melantonio
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