Houdini quick tip fix mesh intersection

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  • čas přidán 9. 04. 2022
  • Houdini quick tip fix mesh intersection
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Komentáře • 23

  • @vfxskull6208
    @vfxskull6208 Před měsícem +2

    omg, this is fantastic!

  • @lalamax3d
    @lalamax3d Před 22 dny

    thanks its amazing, only way, which works easily with animated pscale as well

  • @victorlucas821
    @victorlucas821 Před 2 lety +2

    Wow! Brilliant! Thank you very much!

  • @Rombododecaedron
    @Rombododecaedron Před 9 měsíci +1

    This is so smart. Thanks!

  • @canyoupleaserunfast
    @canyoupleaserunfast Před rokem +1

    WOW! THANK YOU SO MUCH! YOU ARE A G.

  • @RMAFIRE
    @RMAFIRE Před rokem

    Wonderful !!✨✔

  • @wewantmoreparty
    @wewantmoreparty Před rokem +1

    Awesome thanks

  • @jirikrivanek9342
    @jirikrivanek9342 Před 2 lety +2

    very clever! :)

  • @vipergx
    @vipergx Před 2 lety +4

    Well this is ingenious. How on Earth did you come up with this idea?.. very nice 👍🏻

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN Před rokem

    Thx !

  • @ramcga
    @ramcga Před 10 měsíci

    wow...looking for something to resolve interpenetrations..will try this and see!

  • @noc2_art
    @noc2_art Před 2 lety +3

    This is quite a novel technique, thank you for sharing. I tried it with 2 simple spheres and it failed pushing the points away from the neighboring mesh, guess I need to look into it further.

    • @LinYuko-jr2hq
      @LinYuko-jr2hq Před 2 měsíci +4

      I hate to say it but it's quite a bad tutorial. It doesn't work in 99.9% cases. It looks okay in this video, by accident, but it's useless in general cases.
      There isn't any reason to expect this to work for arbitrary mesh, if you think about that: volumesample() gives you the distance from a position to the (approximate) surface of the *whole* volume. It's a completely different thing than how much the points need to be pushed from each other.
      So don't feel bad if you can't get it to work properly. It's not supposed to work properly.

    • @KijasFX
      @KijasFX Před 2 měsíci +1

      @@LinYuko-jr2hqAgreed, I tried different sizes and then it breaks really quickly, Also Still has intersection inside

  • @LucasBarbuzzi
    @LucasBarbuzzi Před 3 měsíci

    Can please someone explain me why is this working? what is exactly happening inside the point VOP? (I'm new to houdini)

    • @emilsvfx
      @emilsvfx  Před 3 měsíci +1

      VDB have positive and negative voxels in they negative a hey attribute -1 and this way I say to points move them until they are 1. 1(Outside)/ -1(inside)

  • @Avatars3d
    @Avatars3d Před 2 lety +1

    Great but it doest separate when you add vellum solver. It's sticks together. Do you know how to make them separate in simulation?

    • @emilsvfx
      @emilsvfx  Před 2 lety +3

      is core idea, you need add some additional node setup to get cleaner result

  • @chase3961
    @chase3961 Před rokem

    For how cheap this is woooooowwww!

  • @bigvalyeti
    @bigvalyeti Před rokem

    Doesn't really work, once you change shape and voxel size it brakes.

    • @emilsvfx
      @emilsvfx  Před rokem

      for my need it works, you can try detangle sop

  • @anujraghav
    @anujraghav Před 5 měsíci

    Oh come on , how is this even possible...