Drag POP Maths
#1
Posted 09 July 2012 - 09:07 PM
The docs state that the drag is proportional to the speed of each particle, so would a VOPPOP equivalent be something like multiplying the current velocity by 0.95 or some fraction of 1 depending on amount of drag?
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#2
Posted 10 July 2012 - 08:19 AM
jkunz07, on 09 July 2012 - 09:07 PM, said:
The docs state that the drag is proportional to the speed of each particle, so would a VOPPOP equivalent be something like multiplying the current velocity by 0.95 or some fraction of 1 depending on amount of drag?
I believe it is really just a multiplier. I've asked this question before and got no responses, but one way to verify would be creating two identical particle systems and use a drag pop on the first and a vop pop on the second.
Cheers
PS: on a second thought, I do believe the drag pop takes mass into consideration...
Edited by rafaelfs, 10 July 2012 - 08:21 AM.
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#3
Posted 10 July 2012 - 09:44 AM
drag = −1*normalize(v)*( C1 *|v| + C2 * |v|^2)
Drag with C2 value will grow faster as the speed gets higher.
At least thats what seems to be with air drag that keeps things from accelerating to infinity. At slow speeds there is little drag from the air, but for 2x of the speed the drag will be 4x as it increases.
just a thought.
Edited by vectorblur, 10 July 2012 - 09:59 AM.
#4
Posted 10 July 2012 - 03:18 PM
rafaelfs, on 10 July 2012 - 08:19 AM, said:
Cheers
PS: on a second thought, I do believe the drag pop takes mass into consideration...
Thanks, this is a cool trick when replicating POPs in VOPs.
#5
Posted 10 July 2012 - 06:11 PM
magneto, on 10 July 2012 - 03:18 PM, said:
Yeah, that's what I was after. Here's a file with some useful particle operations implemented in vopsops and a solver sop:
solversop_particlevops_v001.hip 420.87K
60 downloadsLemme know if anyone finds any of the vopsops particularly useful or if anyone has any feedback.
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#6
Posted 10 July 2012 - 06:19 PM
#7
Posted 10 July 2012 - 08:46 PM
magneto, on 10 July 2012 - 06:19 PM, said:
No problem, some of that file is direct ports of stuff from the Cinder flocking tutorial which explains some of the math/concepts behind flocking systems very well in my mind.
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#8
Posted 11 July 2012 - 08:27 AM
Basic POPs should be easy to implement in VOPs, but I am wondering if anyone has ever implemented interparticle collisions in VOPs? That would be pretty sweet
#9
Posted 12 July 2012 - 06:17 PM
magneto, on 11 July 2012 - 08:27 AM, said:
Basic POPs should be easy to implement in VOPs, but I am wondering if anyone has ever implemented interparticle collisions in VOPs? That would be pretty sweet
A type of repulsion or avoidance behavior shouldn't be that hard to implement in vops, should be as straightforward as point cloud filter nearby particles and adjusting accelerations of particles within a certain radius of each other. I'll let you know if I have any success with it.
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#10
Posted 13 July 2012 - 04:49 AM
#11
Posted 13 July 2012 - 03:13 PM
magneto, on 13 July 2012 - 04:49 AM, said:
Here's a quick implementation
solversop_particlevops_avoidance_v001.hip 585.43K
45 downloadsIf any particles get too close to each other (within the search radius of the vopsop parameter) they push away from each other.
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#12
Posted 15 July 2012 - 02:55 PM
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