watch the scene constrainedAdvection.mb
You can use BE_VDBAdvectPoints in mode constrainedAdvection for build curves
but there are limitations,the number of points must be static or you must rebuild the curves in each frame
I have not added this mode to BE_VDBVolumeTrail but i can if need
Wow!! this is incredible, fun and how simple when you start to understand.
Guys, we need the documentation now. We are missing something very big ... I do not have much time to mess with the scenes but with a clear documentation, I would have read it 4 times and I would know the possibilities.
Besha, the nodes are very clear, once you know them I do not think it is necessary to add functionality, in fact all this node makes sense.
Ít's true that the VolumeTrails node incorporates the output to Arnold and that is very good, perhaps the Advect node could be updated to match it and not depend on physical curves that slow down, but as vectors to Render.
Maybe, its more easy to build on VolumeTrails node... I dont know, 🙂
On the other hand, analyzing what it shows us ... I do not know if it is exactly what I would need, although it is incredible, seriously.
What we see is the result of the forces, shown in projected curves on the pig. This causes curves to be lost depending on the accuracy of the threshold and the points created.
In contrast, the functionality of Houidini in this case is ...
I create primitive curves, strands or wires, we create forces that make collisions and advect to the shape of the geometry. This change is very substantial because the curves have been created in step 1 and are adapted by the advect, but they are never destroyed or disappear ...Imagine this situation in a Motion Capture instead a static pig...the curve visibility dance could be interesting, 🙂
Correct me if I'm wrong please.
I think this is a good debate, 🙂