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- = Proxy Deform =
- #type: node
- #context: sop
- #icon: SOP/pointdeform
- """ This node allows for proxy deforming a static geometery based on a moving geometry """
- The Proxy Deform SOP deforms geometry according to a point cloud. The point cloud can have connectivity information. Connected points are used to deduce local transforms, allowing accurate transformation of rotating objects. This avoids the collapsing that can occur with
- the Lattice SOP's point mode when the transformation mesh rotates.
- NOTE:
- The connectivity between the rest and deformed lattice should be the same. Changing primitive counts or topology will confuse the system.
- @inputs
- IN Geo to deform:
- Static geometry that needs to be deformed
- IN deforming geo:
- Animated geo as reference for deformation
- @parameters
- Frame:
- Reference frame of the beginning of animation
- Mode:
- Instead of separating the capturing and deformation into separate
- SOPs, both operations are available with this SOP. Setting
- to Capture mode will output the capture weight information, which
- can then be applied with a successive Point Deform set to Deform mode.
- Alternatively, the Capture and Deform does both operations at once.
- There is no inherent speed advantage to using one SOPs or two SOPs,
- the choice should be dictated by workflow.
- == Capture ==
- Radius:
- The maximum distance (in Houdini units) away from each point to look for points in the deforming point cloud.
- A simple Elendt metaball weighting is then applied based on the relative distance.
- Minimum Points:
- If fewer points than this are found, the search radius is
- increased to find at least this number of points. This will
- cause discontinuities in final mesh, but is often preferable to
- having points being orphaned.
- Maximum Points:
- Provides an upper bound to the number of points that any particular
- point can be weighted by. Speeds up application and reduces memory
- use, but will create discontinuities if hit.
- == Deform ==
- Rigid Projection:
- The computed local transform can have shear components. This projects
- out those leaving only a rigid transform.
- Recompute Affected Normals:
- Recomputes any normals that are affected by polygons that use both
- transformed and untransformed points. When transforming the full
- geometry or full connected components, the results should be the same
- as when this option is off, i.e. the normals will just be transformed
- and not recomputed. This does nothing if `P` is not being transformed.
- Attributes to Transform:
- Point and Vertex attributes that match this pattern will be
- transformed. Their Type Info will be used to determine how
- they should transform, as points, vectors, and normals
- all need different operations.
- If `P` matches this string, then primitive transforms will
- also be rotated.
- NOTE:
- `P` is always deformed, regardless of this setting.
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