Houdini quick tip fix mesh intersection

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  • เผยแพร่เมื่อ 9 เม.ย. 2022
  • Houdini quick tip fix mesh intersection
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ความคิดเห็น • 23

  • @lalamax3d
    @lalamax3d 11 วันที่ผ่านมา

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

  • @vfxskull6208
    @vfxskull6208 19 วันที่ผ่านมา +2

    omg, this is fantastic!

  • @victorlucas821
    @victorlucas821 2 ปีที่แล้ว +2

    Wow! Brilliant! Thank you very much!

  • @Rombododecaedron
    @Rombododecaedron 9 หลายเดือนก่อน +1

    This is so smart. Thanks!

  • @canyoupleaserunfast
    @canyoupleaserunfast ปีที่แล้ว +1

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

  • @vipergx
    @vipergx 2 ปีที่แล้ว +4

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

  • @RMAFIRE
    @RMAFIRE ปีที่แล้ว

    Wonderful !!✨✔

  • @wewantmoreparty
    @wewantmoreparty ปีที่แล้ว +1

    Awesome thanks

  • @jirikrivanek9342
    @jirikrivanek9342 2 ปีที่แล้ว +2

    very clever! :)

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN ปีที่แล้ว

    Thx !

  • @ramcga
    @ramcga 9 หลายเดือนก่อน

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

  • @noc2_art
    @noc2_art 2 ปีที่แล้ว +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 2 หลายเดือนก่อน +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 หลายเดือนก่อน +1

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

  • @LucasBarbuzzi
    @LucasBarbuzzi 3 หลายเดือนก่อน

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

    • @emilsvfx
      @emilsvfx  3 หลายเดือนก่อน +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 2 ปีที่แล้ว +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  2 ปีที่แล้ว +3

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

  • @chase3961
    @chase3961 ปีที่แล้ว

    For how cheap this is woooooowwww!

  • @bigvalyeti
    @bigvalyeti ปีที่แล้ว

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

    • @emilsvfx
      @emilsvfx  ปีที่แล้ว

      for my need it works, you can try detangle sop

  • @anujraghav
    @anujraghav 5 หลายเดือนก่อน

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

    • @emilsvfx
      @emilsvfx  5 หลายเดือนก่อน +1

      Say tnx to SDF