Difference between revisions of "Metaball SOP"

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|Parsummary=Defines the weight of the Metaball iso-surface within metaball field. An increase in weight makes the density of the metaball greater, and thus the defined implicit surface of it and surrounding metaballs will be enlarged.

Revision as of 13:56, 13 September 2017

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The Metaball SOP creates metaballs and meta-superquadric surfaces. Metaballs can be thought of as spherical force fields whose surface is an implicit function defined at any point where the density of the force field equals a certain threshold. Because the density of the force field can be increased by the proximity of other metaball force fields, metaballs have the unique property that they change their shape to adapt and fuse with surrounding metaballs. This makes them very effective for modeling organic surfaces. For example, below we have a metaball. The surface of the metaball exists whenever the density of the metaball's field reaches a certain threshold:


When two or more metaball force fields are combined, as in the illustration below, the resulting density of the force fields is added, and the surface extends to include that area where the force fields intersect and create density values with a value of one. For more information on metaballs, see Metaballs.


PythonIcon.png metaballSOP_Class

Level of Detail for Metaball Display

You can change the level of detail of the metaball and NURBS display by adjusting the Level of Detail parameter in the Display Option Dialog > Viewport page > Level of Detail option. To open the Display Options Dialog, press "p" in a SOP viewport.

Better Metaball Shading Tip

Accurate metaball normals will be computed if the normal attribute exists when conversion to polygons is done. Thus, to get improved shading on polygonized metaballs, it's a good idea to add the normal attribute (i.e. use a Facet SOP) before converting the metaballs.


Template:ParToggle Template:ParFloat Template:ParFloat Template:ParFloat Template:ParDynamicMenu Template:ParFloat Template:ParFloat Template:ParToggle TouchDesigner Build:

Add • Alembic • Align • Arm • Attribute Create • Attribute • Basis • Blend • Bone Group • Boolean • Box • Bridge • Cache • Cap • Capture Region • Capture • Carve • CHOP to • Circle • Clay • Clip • Convert • Copy • CPlusPlus • Creep • Curveclay • Curvesect • DAT to • Deform • Delete • Divide • Extrude • Facet • File In • Fillet • Fit • Font • Force • Fractal • Grid • Group • Hole • Import Select • In • Introduction To SOPs id • Inverse Curve • Iso Surface • Join • Joint • Kinect • Lattice • Limit • Line • Line Thick • LOD • LSystem • Magnet • Material • Merge • Metaball • Model • Noise • Null • Object Merge • Oculus Rift • OpenVR • Out • Particle • Point • Polyloft • Polypatch • Polyreduce • Polyspline • Polystitch • Primitive • Profile • Project • Rails • Raster • Ray • Rectangle • Refine • Resample • Revolve • Script • Select • Sequence Blend • Skin • Sort • Sphere • Spring • Experimental:Sprinkle • Sprite • Stitch • Subdivide • Superquad • Surfsect • Sweep • Switch • Text • Texture • Torus • Trace • Trail • Transform • Trim • Tristrip • Tube • Twist • Vertex • Wireframe • ZED

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

Any floating window that is not a Pane or Viewer.