VDB Avoid Colliders Smoothed

VDB SDF (from colliders), Analyze gradient, and then Point VOP, volume sample vector multiplied with ramped distance. I wanted it to be proof for more complex 3d “colliders”. VDB is sparse, so maybe we just need bigger “Exterior Band Voxels”

vdbavoid.hiplc

Here is the preview, with points and Attribute Interpolate (Matt Estela has tutorial on this here).

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