Hi Mathaeus,Mathaeus wrote: There's sort of cloth simulation in this movie too. Probably maximum, what Houdini cloth can do (now I couldn't resist...).
Now seriously, cloth sim gives idea for another trick, to use just a plain grid primitive and stick to strands. Where strands are generated as particle trails, with appropriate factory nodes, using fixed strand count. Particles should be generated from curve, attached to moving object, to get an nicely ordered distribution of first row. Modulo formula should be something like point ID of mesh, divided by count of second row, to feed into ID to location. Later, select in array of strand positions (had something similar in some compound, for attaching strand extrusions back to point cloud with strands).
Grid comes later as an target for Syflex Mimic constrain - which could be animated to zero weight in pre roll phase. That is, thing should have a pre roll of at least the same number of frames, as strand trail have segments.
Can you explain more about your idea? It's a bit messy for me
Hi rray,
thank for your time to fix my scene , i saw in your fix scene have a points (IDs) multiply with 1000 so waht it mean?
another question , in my scene i attach below it have two pcloud, one for simulation is guides strand and another is fillter strand to create a loft that mean it will more than one set of loft .. that you can see in my image below i want to remove a bridge between each set of strand lofts, how can i do it ...?
thank for your help!
https://drive.google.com/file/d/0Bz5Tvz ... sp=sharing