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.
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.
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)
thanks its amazing, only way, which works easily with animated pscale as well
omg, this is fantastic!
Wow! Brilliant! Thank you very much!
This is so smart. Thanks!
WOW! THANK YOU SO MUCH! YOU ARE A G.
Well this is ingenious. How on Earth did you come up with this idea?.. very nice 👍🏻
Wonderful !!✨✔
Awesome thanks
very clever! :)
Thx !
wow...looking for something to resolve interpenetrations..will try this and see!
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.
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.
@@LinYuko-jr2hqAgreed, I tried different sizes and then it breaks really quickly, Also Still has intersection inside
Can please someone explain me why is this working? what is exactly happening inside the point VOP? (I'm new to houdini)
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)
Great but it doest separate when you add vellum solver. It's sticks together. Do you know how to make them separate in simulation?
is core idea, you need add some additional node setup to get cleaner result
For how cheap this is woooooowwww!
Doesn't really work, once you change shape and voxel size it brakes.
for my need it works, you can try detangle sop
Oh come on , how is this even possible...
Say tnx to SDF