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Scatter points static on a deforming mesh

12 REPLIES 12
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Message 1 of 13
pascual-rc
925 Views, 12 Replies

Scatter points static on a deforming mesh

Hi! Im trying to scatter points to be able to instance objects on that points, everything works fine and as expected but since the object that the points are being scattered is a deforming object as soon as it starts to move the scatter points (and instance geo) regenerate in different position every single time the geo moves causing a flickering effect. Is there any way to fixed the points so they dont regenerate every single time the geo deforms and stays in the position on the surface of the object? Thanks!

12 REPLIES 12
Message 2 of 13
mjcg91
in reply to: pascual-rc

You have to scatter the points on the static object, then use the geo_locations data to samples the geo properties (point_position, point_normal....) on the deforming object.

Maxime Jeanmougin - Technical Artist
https://maximejeanmougin.com

Join the Bifrost Addicts community on Discord:
https://discord.gg/bifrost-addicts
Message 3 of 13
pascual-rc
in reply to: pascual-rc

Hey thanks @mjcg91  for you fast answer, unfortunately I'm pretty new on bifrost and going to need a more specific solution for this. This is what I have right now. Thanks in advance!

Message 4 of 13
scarey101
in reply to: pascual-rc

Hi @pascual-rc 

I'm trying to do the exact same thing and having the same problem.

Have you managed to find a solution?

If so any help would be great,

cheers

 

Message 5 of 13
mjcg91
in reply to: pascual-rc

This is how you do. Scatter points on the static mesh, use the generated geo locations, and use them to samples properties on the deformed mesh.

scatter_on_deformed.jpg

Maxime Jeanmougin - Technical Artist
https://maximejeanmougin.com

Join the Bifrost Addicts community on Discord:
https://discord.gg/bifrost-addicts
Message 6 of 13
pascual-rc
in reply to: pascual-rc

First of all, thanks @mjcg91 for taking the time to post a screen capture of the bifrost setup, really appreciated. This makes things clearer for sure, unfortunately this brings another question like what should I do (connect to) with that sample data in order to be able to use to instance objects in deformed object? Thanks again for taking the time to explain this to the rest of the mortals ; )

Message 7 of 13
mjcg91
in reply to: pascual-rc

You can do this and you will have oriented points ready to be used.

scatter_on_deformed.jpg

Maxime Jeanmougin - Technical Artist
https://maximejeanmougin.com

Join the Bifrost Addicts community on Discord:
https://discord.gg/bifrost-addicts
Message 8 of 13
pascual-rc
in reply to: pascual-rc

Thanks again @mjcg91 ! Unfortunately I couldn't make it work, anyway thanks for your time and your patience. appreciated! 

Message 9 of 13
mjcg91
in reply to: pascual-rc

Right click on the "default" port and set the data type to "Math::float3".

Maxime Jeanmougin - Technical Artist
https://maximejeanmougin.com

Join the Bifrost Addicts community on Discord:
https://discord.gg/bifrost-addicts
Message 10 of 13
pascual-rc
in reply to: pascual-rc

and...........yeap that made the trick!!! Awesome, Im going to post the final image so everybody that has the same question can access the solution in a more visual way.  Thanks again @mjcg91 !

Message 11 of 13
scarey101
in reply to: pascual-rc

excellent, thanks to both of you, this has been really helpful and very much appreciated, cheers

Message 12 of 13
scarey101
in reply to: pascual-rc

Hi Guys, hoping you can help me out.

I'm now trying to take this to the next level.

Instead of the scatter points being on a deforming mesh surface i'm trying to  get them in a deforming volume created from a 'mesh to volume'.

I have the same issue as before, all is good until the deforming volume starts to move then my points jump all over the place.

I've tried appling the same solution as before but it doesn't work, i'm assuming its because that solution was for a mesh where as this is now a volume. any help would be very much appreicated.

I've attached a screengrab of where i'm at before trying to get to to work with the deforming volume if thats any help.

ref.JPG

Message 13 of 13
calibrix
in reply to: pascual-rc

The difficulty you'll face is that mesh_from_volume doesn't create a "deforming" mesh. The mesh it creates changes point and face count every time it's evaluated. So a static frame won't correspond to the moving frames as the point and face Ids (I don't know what BiFrost calls those specifically) will all have changed. We can work around this problem by saving a point_property of the original static position. This is typically called a rest position. The rest position will need to converted to volume and advected along with any other properties you are using. When you convert your volume back to a mesh, you will need to sample the "rest_position" (stored in the name of the property you've created). You will then scatter based on the rest position.

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