Houdini Stuff

Showing posts with label primitive normal. Show all posts
Showing posts with label primitive normal. Show all posts
Tuesday, 27 September 2016

Snap surface points to another mesh, based on distance

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Eg. When you have a simmed fluid not quite sitting on it's collision surface/ intersecting & you want it to be fixed/better. Using...
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Dave
Fossilised CG Ninja Commando
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