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 <peter....@googlemail.com> 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 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. > > Simplifying the geo has helped, sometimes not grouping them together and > doing several tests on individual parts did. But sometimes that just shifts > the problem to different frames - for the project I was on we had one of > those unfortunate 'just do it in Houdini' moments. > > Good luck! :) > > > On 7 May 2013 20:29, Eric Thivierge <ethivie...@hybride.com> wrote: > >> 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, Peter Agg wrote: >> >> Is this the thing where you get giant cubes of bad volume data, or >> something else? >> >> >> On 7 May 2013 19:54, Eric Thivierge <ethivie...@hybride.com> 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 a voxel setup with particles and testing inside a geometry to >>> keep the ones that are within, works, however there are many points still >>> outside the geo that remain and aren't deleted. The ones left outside >>> changes each frame as well. >>> >>> Anyone have any sure fire methods / workarounds that don't involve >>> having helper nulls to delete the remaining ones outside? >>> >>> -- >>> Eric Thivierge >>> =============== >>> Character TD / RnD >>> Hybride Technologies >>> >>> >>> >> >> >