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
›
Eg. When you have a simmed fluid not quite sitting on it's collision surface/ intersecting & you want it to be fixed/better. Using...
›
Home
View web version