You use a lower-resolution collider during simulation, and then run this function in a post-simulation wrangle to make the fluid look like it’s interacting with a high-res collider.Ībove are some hacks from Kevin Pinga when it comes to simulating fluids with Houdini FLIP solver. mixing the P of the points, influenced by a mapped = production, there is a more practical usage. getting the distance and the parametric position of the closest pointįloat dist = P2= primuv(1,”P”,p_prim,p_puv) Here’s the code snippet used in the wrangle: Clamping the distance to a really small value will help you to speed up calculations. In some cases, you can also run this directly on the meshed surface itself, especially in shots where the collision surface is see-through (for example, pouring liquid into a clear glass). In the case of the example above, we extract the position of the high-resolution collision surface and use it to push particles towards the surface. When combined with primuv(), you can extract any attribute from the parametric UVs of the object! In a VEX or VOPs context, xyzdist() calculates the distance to the closest interpolated point on a surface. Together with primuv(), xyzdist() is by far the most useful.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |