Procedural Rendertime Point Deform

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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?
VFX Supervisor @ Helmet Films & Visual Effects
http://www.helmet.no [helmet.no]
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