Matt Ryan
matthewdryan
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Fixing topology on deforming mesh from fluid sim 2020年8月10日7:54
Hi All,
My first post so please be gentle.
In my scene I have a fluid sim that goes through the vdbfromparticles and convertvdb sops so that I convert my fluid particles to polygons.
The problem I have is that the topology in my new mesh changes every frame so I have a different point/poly count on every frame. I need a stable topology so that I can use Paul Ambrosiussen's skinning converter labs tool. I won't be able to go the vertex animation route here, I need a skinned mesh, although this would need fixing with vertex animation anyway.
I have spent some hours scouring various forums and haven't discovered a good solution to this. Tried going the lattice and cloth capture / deform sop route but have found the source, target and rest meshes need to be the same counts (which obviously changes every frame), as does the matchtopology sop. Polyreduce and remesh sops feed from the source which has jumping topology so they are of no use here. I've tried a little vex with little success.
Does anybody have thoughts on what I could try to keep the topology uniform across the duration of the sim?
Thanks in advance team!
My first post so please be gentle.
In my scene I have a fluid sim that goes through the vdbfromparticles and convertvdb sops so that I convert my fluid particles to polygons.
The problem I have is that the topology in my new mesh changes every frame so I have a different point/poly count on every frame. I need a stable topology so that I can use Paul Ambrosiussen's skinning converter labs tool. I won't be able to go the vertex animation route here, I need a skinned mesh, although this would need fixing with vertex animation anyway.
I have spent some hours scouring various forums and haven't discovered a good solution to this. Tried going the lattice and cloth capture / deform sop route but have found the source, target and rest meshes need to be the same counts (which obviously changes every frame), as does the matchtopology sop. Polyreduce and remesh sops feed from the source which has jumping topology so they are of no use here. I've tried a little vex with little success.
Does anybody have thoughts on what I could try to keep the topology uniform across the duration of the sim?
Thanks in advance team!