Stable scattering on to the deforming surface

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  • Опубликовано: 26 сен 2024
  • In this tutorial, I explain how to scatter geometry on a deforming surface without flickering. Using the xyzdist() VEX function, I capture the primitive number and intrinsic UVs, writing them as attributes for each scattered point on the deforming geometry. Then, with the primuv() VEX function, I interpolate the point positions every frame to maintain smooth movement. Finally, I show how to use the "Copy to Points" SOP to attach any packed geometry to the deforming surface. This technique ensures stable scattering on animated surfaces.

Комментарии • 5

  • @tekanobob
    @tekanobob 8 дней назад

    hello! have you seen / tried point deform node? it does exactly this it seems, but very much simpler. eg scatter points onto 'rest' geometry use point deform to deform the points with the animated geometry compared to the ;rest' geometry

    • @3DUni-ber
      @3DUni-ber  7 дней назад

      ruclips.net/video/hAL72SsAYMg/видео.html

  • @frigbychilwether
    @frigbychilwether 8 дней назад

    Hi, the way I've seen this done before is to freeze the points then pass them into a point deform node with the animated mesh going into 3rd input. Is there any advantage or disadvantage to doing that compared to the attribute interpolate node ? (I didn't know the scatter node could output those attributes before watching this).

    • @3DUni-ber
      @3DUni-ber  7 дней назад

      ruclips.net/video/hAL72SsAYMg/видео.html