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|Is a parametric, topology
independent body deformation system, for now completely based on
Houdini VOPs. Influences are
based on distances to skeleton, NurbS wrappers and additional geometry. Deformations are based on arbitrary techniques,
focused on body parts. While this one is finalized in Houdini, almost complete RnD belongs to Softimage ICE - just wanted to see now it works in Houdini.
Get it here
Od Force thread
|Knit Strand Compound|
|Distributes strands in pattern,
What's new in latest version:
1: better distribution, now strand size always fits between neighboring strands, whatever deformation is used.
2: lighter in render time: strand segments are generated sparingly, also there are built-in strand resolution attributes.
3: default is spread in X-Z plane. NURBS surface is optional, strands will fit to NURBS only if NURBS is connected.
4: diagonal distribution, like common fabrics.
Should be much faster than old one. Fitting of strand size rely on simple, "parallel" computation, not on geometry query by distance. For later use, export the Knit Strand pro compound, using "embed internal compounds" option (if you don't already have Kristinka Hair 3).
Compound should reside under Particles/Strands.
In almost three years, I've found these nodes doing the best by converting the strands to mesh, or even better as texture generators.
If you try to render from camera, included in setup, you'll see something like this - displacement/bump of some kind of denim.
|Deform By UV Compounds|
Deforms the mesh by another mesh, using UV projection of
1: Polymesh > Subdivision from original (because
ICE doesn't take subdivision Geo Approx into account) - this mesh is
'catcher' for deformation