Proxy with Point Deform

Converting high-poly animation to low-poly using Point Deform for efficient workflows

Overview

When working with complex animations in Houdini, high-poly geometry can slow down your workflow, especially when setting up simulations or other processor-intensive operations. Using Point Deform with a proxy mesh allows you to transfer the animation from high-poly to low-poly geometry while maintaining the essential motion.

Node Network Structure

Point Deform setup for high-poly to low-poly animation transfer

Point Deform setup for high-poly to low-poly animation transfer

Key Components:

  • High-poly Source: Your original, detailed animated geometry
  • Low-poly Proxy: A simplified version of your geometry with similar overall shape
  • Point Deform SOP: Transfers the motion from high-poly to low-poly geometry
  • Point Cloud: Created from your high-poly geometry to guide the deformation

Workflow Steps

  1. Create Low-poly Proxy:
    • Use Remesh SOP or manually create a simplified version of your geometry
    • Ensure the proxy captures the main shape while using significantly fewer points
    • The proxy should have clean topology for better deformation results
  2. Set Up Point Deform:
    • Connect your high-poly animated geometry to the first input
    • Connect your low-poly proxy to the second input
    • In the Point Deform SOP, set the Method to "Point Cloud"
    • Adjust the Search Radius parameter based on your geometry scale
  3. Optimize Performance:
    • Consider caching the point cloud data for better playback
    • Use the Preview flag on high-poly geometry when possible
    • Adjust point cloud resolution for balance between accuracy and speed

Common Parameters

Essential Settings:

# Point Deform Parameters
method = "Point Cloud"  # Best for animated geometry
search_radius = 0.1    # Adjust based on geometry scale
max_points = 10        # Points used for interpolation
blend = 1.0           # Deformation influence

# Point Cloud Options
treat_as_static = 0   # Important for animated source
build_influence = 1   # Creates influence relationship

Tips for Optimization:

  • Lower max_points for faster processing at the cost of accuracy
  • Adjust search_radius to control the area of influence
  • Enable treat_as_static for non-animated source geometry
  • Use blend to fade the deformation effect if needed

Best Practices

  • Test the proxy setup with a subset of frames before processing the full animation
  • Create the low-poly proxy while maintaining important edge flows and features
  • Cache the results before feeding into subsequent operations like simulations
  • Use visualization nodes to verify point cloud coverage and influence
  • Consider using multiple Point Deform SOPs for complex deformations