Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...
Ciaran
On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge wrote:
> Thanks guys,
>
> Ciaran, your addon actually works exceptionally well in my case. The
> slider for the "Ove
Thanks guys,
Ciaran, your addon actually works exceptionally well in my case. The
slider for the "Override_test_distance" gets rid of the errant areas
very very well. Not to mention generating this particle cloud is super
fast now. You've saved me some late night work today. :)
I did try to
IIRC implementing the ray intersect technique is problematic in ICE, since
the raycast node only returns the first intersection. You'd have to
manually shoot subsequent rays after every hit.
On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> You could wr
ARGHH, as usual, no proof reading is as good as the one done after sending.
Even = outside
Odd = inside.
On Wed, May 8, 2013 at 9:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> You could write/wire the test yourself.
> Point inside hull is fairly trivial outside of fringe case
You could write/wire the test yourself.
Point inside hull is fairly trivial outside of fringe cases, shoot a ray in
any direction, if it intersects an odd number of times, it's outside, even,
it's inside.
You might want multiple rays and take the median of the result, or work
conservatively and fla
On Tue, May 7, 2013 at 8:37 PM, Steven Caron wrote:
> maybe instead of just doing it in houdini he could use SDFs?
>
> http://blog.blackredking.org/?p=47
>
Yeah, that'll also fail on complex shapes...
Often, subdividing the geometry will fix the problem.
maybe instead of just doing it in houdini he could use SDFs?
http://blog.blackredking.org/?p=47
On Tue, May 7, 2013 at 12:34 PM, Peter Agg wrote:
> Yeah, that's my only suggestion really - I've had quite a few problems
> before where I had very dense particles being culled by complex geo and o
Yeah, that's my only suggestion really - I've had quite a few problems
before where I had very dense particles being culled by complex geo and on
random frames you'd get very distinct cubes where the volume calculations
have freaked out. Never found a particularly useful workaround, I'm afraid.
Si
Not necessarily cubes. If I run a smooth op on the geo it fixes much of
it (although this is not a solution for me) so it's got to be the
internal methods not liking something about the geometry.
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 07/05/2013 3:26 PM, Pete
Is this the thing where you get giant cubes of bad volume data, or
something else?
On 7 May 2013 19:54, Eric Thivierge wrote:
> Anyone notice how many times this just doesn't work correctly? Even
> toggling the Closed volume inside often doesn't give the correct results as
> well...
>
> I have
Anyone notice how many times this just doesn't work correctly? Even
toggling the Closed volume inside often doesn't give the correct results
as well...
I have a voxel setup with particles and testing inside a geometry to
keep the ones that are within, works, however there are many points
stil
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