SOUP Nodes - Scatter inside deforming geometry !!Help!!


#1

Hi

I wanted to scatter points inside a deforming geometry using the SOUP nodes for maya…

Have managed to scatter inside a static geometry and also attach its transformations to the points… So now my points move and scale with the object but if i deform the vertices of the object the points don’t match the shape…

Can anybody point me to a tutorial or write down steps for how i can achieve this…

Thank you…


#2

I’m pretty sure this question was asked and answered a while back on the SOuP forums. You’ll probably get a better answer there. But I remember trying something where I converted the points to a curve and wrapped that with the deforming geo.

David


#3

Thank you for the reply… will try this… i basically have no experience with SOUP… whatever i did was by following a tutorial…
Here is what i am trying…
i have a mesh, which i have animated using clusters to form a dollop of foam… like how shaving foam forms when pressed…i managed to scatter points inside the static mesh but they wont deform with the mesh… eventually i plan to attach particles to each point and render them using a bubble shader to make it look foamy (Hopefully)
Something like this http://www.youtube.com/watch?v=j_QVuoUoxwM

Will see if i find anything in the SOUP forum

Thanks…


#4

If you have a look at the scatterShape node in the attributeEditor you’ll find a “bake pointCloud to nurbsCurve” button. Click that and you’ll get a spikey looking curve. At this stage you can get rid of the scatter node if you wish.

After that you can do what you describe with standard maya tools.

Select the nurbsCurve and then the dollop mesh and create a wrap deformer. Select the curve again and “create soft body” with options: duplicate, make copy soft and make non-soft goal, and weight=1.0

The soft body has a particle at each point on the nurbs curve.

Another approach would be to use SOuP to create particles based on the point positions, but thats more complicated to explain so I’ve attached a quick demo.

David


#5

If it is only thing that you want then why don’t you use Maya’s standard particle goals?
Though I have not used Soup.


#6

sorry for the very late reply…that worked for me… tried it on a simple sphere with a sine wave for now… will see if it works on the dollop… thanks a lot…


#7

also want the particles to be inside the volume of the mesh…


#8

As djx said, its fairly straight forward, just bake the scattered points to curve, and apply the deformer to the nurbs curves, the scattered points should then deform along with your original object.