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#blender #houdini19.5 #houdinitutorial #unrealengine Procedural rigging and animation with SOP-based characters and rigs Join this channel to get access to perks: / @faddyvfx my patreon: / faddyvfx Kelvin wakes refer to the steady-state wave patterns that develop behind objects moving on water at a constant speed. Shapes of these wakes do not change, but they are dragged continnually by motion of the floating body. This node generates such wakes; it can be used to cheaply emulate waves from a ship or ripple patterns that emerge behind floating characters. First input to this SOP is the geometry that will be deformed. The Deformation Target parameter must be set according to the type of this input: Points or Heightfield. In either case, deformation is done in the plane perpendicular to Up Axis. Second input to the Kelvin Wakes Deformer SOP must contain the objects that generate the wakes. When Input is set to Objects as Points, points of this geometry each represent a floating body whose constant velocity is expected in the v attribute. For a turning object, the path must be converted to a curve and Input set to Trajectory Curve. In this mode, only a single curve is accepted at a time–but wakes from more objects can be added by chaining multiple nodes. Note Although this node produces correct results for gentler turns, it may have trouble at higher curvatures or when different parts of the curve are in close proximity.