Thursday, September 10, 2009

ShaTTeRED!!..!!

I have been experimenting quite a bit with DOPs for now and yet I had not tasted the joy of Fracturing and shattering objects!
Thats indeed a shame!
Fortunately I dont really have to bear it any longer :D
Here's my first attempt at shattering and fracturing objects in DOPs.
I just wanted to give it some whacky texture so did a stupid graffiti in PS and used it as the texture..

PS: I screwed up big time by not applying the UVs before piping the Geometry to DOPs for sim....so the texture was swimming off the surface of the geometry..(I had also cached out the SIM)
The moral of the story is: apply UVs before deforming/destroying Geometry..



PS(PS:): and if you screwed up just like me....praise the Point/Vertex Sops!!
copy your geometry node (or the file node if you cached out the SIM..) and lock it so that it does not change..apply UVs to it (I used groups so apply different UVs and Material as I wanted)..now lay down a point/vertex SOP (if you have UVs on points then Point SOP...if they are on the Vertices then a Vertex SOP) use it to transfer the UVS from the locked (non moving/deforming) geometry to the Simulated one..


PS[PS(PS:)] : I have also started some experimentation with VEX and VOPs and HOT!! (Houdini Ocean Toolkit)..I must say I have been fracturing my Brain (or whatever is left of it) and I have been doing ok and sometimes good.
Speaking of it..I guess I could express my performance as:

fit01(rand($PROJECT), 0.75, 0.85).....LOL
see ya!

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