And the Rivet SOP too

> On 2 Feb 2015, at 12:55, [email protected] wrote:
> 
> You might want to check out the Creep SOP in that case.
> 
> 
> A
> 
> 
> On 02 February 2015 at 12:27 Gerbrand Nel <[email protected]> wrote:
> 
> 
>> Thanks guys!!
>> What I want out of a surface deformer is the UV control.
>> It's different than a cage or lattice because it lets you slide/deform things
>> based on uv data, and offset along normals
>> I find it very useful to model things where allot of detail has to follow a
>> certain shape.
>> I modelled some running shoes in the beginning of the year, and all of the
>> parts followed this one master nurbs surface.
>> I'll look into the ray sop and lattice, but I think a surface deformer
>> digital asset might need to be made :)
>> One that works like soft.
>> This way I can "engine" it into bloody maya if I ever need to go to that dark
>> place again.
>> G
>> 
>> On 02/02/2015 12:45, philipp seis wrote:
>> 
>>>> Hi Gerbrand,
>>> 
>>>     from the top of my head i'd say, there should be a checkbox so that
>>> your curve
>>>     won't get a surface.
>>>     Then, here is a curve basics tutorial from peter quint:
>>>     http://vimeo.com/40771484 <http://vimeo.com/40771484>
>>> 
>>>     I'd be interested in a deform by surface too. The Ray SOP gives a
>>> little bit of that
>>>     behaviour out of the box, and the attribute transfer SOP as well, if
>>> "match Point Position" ( i guess that was the name) Checkbox is on. Those 2
>>> work on proximity.
>>>     And finally you might want to try the Lattice SOP, which in Houdini is
>>> also customizable,
>>>     ending up being very close to the cage deformer from Soft.
>>>     And then, you could also add a "Normal attribute" to your SOP, with the
>>> point SOP, and create a VOPSOP in which you manipulate those. This might be
>>> the equivalent to an ICE "closest point to location" node.
>>>     I'd consider myself a real houdini novice though, just trying to
>>> transfer my Softimage workflows, so please correct me if i'm wrong.
>>> 
>>>     I would like to add the question: How would you do a simple "Object to
>>> Cluster Constraint ?"
>>>     So far i found only options that are uv based, like the "rivet"...
>>> 
>>>     best, Philipp
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>>     2015-02-02 10:43 GMT+01:00 Gerbrand Nel <[email protected]
>>> <mailto:[email protected]> >:
>>>>>> So 3 quick houdini questions if you don't mind:
>>>>      Why do I automatically get a surface on a closed curve?
>>>>      Can I kill it without killing the curve, or can I set it to "never
>>>> create"?
>>>>      Is there something like "deform by surface" in soft for houdini?
>>>>      That is it for now :)
>>>>      Thanks
>>>>      G
>>>>>> 
>>> 
>>>> 


Reply via email to