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Point Deform can indeed be used in certain situations for "Stable Scattering on a Deforming Surface." The Point Deform SOP is typically used for deforming high-resolution geometry with a lower-resolution version, relying on search distance and a minimum/maximum number of influence points. For example, if you have a simulated tree skeleton and want to envelop the high-res tree model to follow the skeleton's movement, Point Deform is a great option.
However, I wouldn’t recommend using Point Deform for the setup shown in the tutorial for two reasons:
- Performance: While my approach uses just a few lines of VEX, Point Deform is a more complex digital asset that includes dozens of nodes. This can result in slower performance.
- Interpolation within the Search Radius: Point Deform uses interpolation based on a search radius, which may not provide as stable and accurate results for scattering geometry as the method I demonstrated in the tutorial.
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