I have some particles creating a rippling effect on a sphere, and I want to subdivide the geometry near the hits for better detail. I figured the best way to do this would be to measure the distance of each primitive from the impact position, and if it is within a certain threshhold add it to a group to be subdivided.
I started to do this with a VOP SOP by hooking my sphere geometry up to the first input and my impact positions (basically a few points scattered across that sphere) into the second input. I tried to use the ‘import attrib’ VOP to get the P attribute of my second input, but I think it is giving me errors due to the unequal number of points.
2 questions. Could someone point out what I am doing wrong in VOPs? Secondly, is there an easier way to do what I am trying to do?
Grouping by distance from point
2603 0 0- nas7ybuttler
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