Hi,
We're doing a project where we have a highres curve based piece of knitted clothing, that we need to deform so it follows the animation mesh. We're hoping to find a way to deform the curves at rendertime, rather than caching out tons of geo per frame.
For fur we're able to set up a rendertime procedural in Solaris that will deform the fur to follow the skin at rendertime. Is there something similar for just getting curves to follow a mesh?
I was hoping to misuse the new feather procedural for this, and I sort of can, but it's pretty hacky.
Any tips?
Procedural Rendertime Point Deform
150 0 2-
- alexsomma
- Member
- 54 posts
- Joined: May 2015
- Offline
-
- Quick Links