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Silly Challenge


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#1 David Gary

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Posted 24 May 2004 - 12:50 PM

So... You asked for challenges... :lol:


For  procedural minds ,
If and only if you have time!


1)Break a piece of geometry in shards ( each shard is not a single primitive but a group of primitives , which is much mooore difficult to achieve)

2)Animate the shards with a particle network ( so it's not just instancing...).  
sorry i didn't post a more complex animation, but ut's just to show the concept
3)Plus ( that's what i did) : the division of the piece must be procedural ( to have control over crack patterns, that is you must define procedurally the groups of primitives).

EVERYTHING MUST BE PROCEDURAL :)



Posted Image
sorry for the adGif logo. I do not create animated GIFs very often!
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#2 meshsmooth

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Posted 24 May 2004 - 01:47 PM

Ok crack up a torous then  :P
........and stuff.
Robert Kelly  aka Meshsmooth aka Rob The Rigger.

#3 David Gary

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Posted 25 May 2004 - 01:42 AM

Of Course! :)

It doesn't depend on the object.

Posted Image

(if animatedGif slow down the display on odforce, i will make it a link).
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#4 David Gary

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Posted 25 May 2004 - 01:43 AM

Or a head ! :) :) :)

Posted Image
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#5 bobster

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Posted 27 May 2004 - 07:28 PM

Okay Mr FrenchOP, Please disclose brain power.  The ice breaking tutorial is easy enough but for the life of me I can't figure out how to group the primitives, but then I'm fairly new to Houdini.  I'm sure I'll kick myself when I find out.

Thanks
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#6 TheDunadan

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Posted 01 July 2004 - 06:27 AM

I'd appreciate a hint concerning the following: can a single group SOP output multiple groups or a fuse SOP do multiple seperate fusions ?!
Defining the pattern for the actual groups seems easy enough for me, and I think I know how I could create a script that simply creates a seperate fuse or group SOP for each fragment, but having all these seperate fuse / group OP's doesn't sound like an elegant solution to me / has little procedural beauty ;).
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#7 anakin78z

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Posted 01 July 2004 - 07:59 AM

TheDunadan, on Jul 1 2004, 11:27 PM, said:

I'd appreciate a hint concerning the following: can a single group SOP output multiple groups
                    Try the partition sop to do that
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#8 TheDunadan

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Posted 01 July 2004 - 09:04 AM

:wacko: I should have studied the online help more carefully, thanks

Anyhow, it's now working more or less. Once I'm more happy with the pattern I'll post my solution.

Jens
Eagles may soar, but weasels don't get sucked into jet engines.

#9 Jostein

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Posted 14 July 2004 - 04:44 AM

Yo guys!  Did any of you crack this challenge?  I am working on my master's project at the moment - basing much of my particle stuff on the ice breaker (with basher object) - and I would really like to be able to group the primitives into different sized chunks.  

Question: wouldn't it be possible to create a lumamap in COPs (some kind of shattermap) and using the pic()-function, grouping and fusing primitives based on this information?

ANY input on this is extremely welcome!  
  :D

Cheers, jostein.

#10 halion

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Posted 14 July 2004 - 06:28 AM

I tried working on this last night for about 4 hours and didn't get anywhere.  <_<  I tried using the facet to make everything unique and then group primitives to form the shapes I want.  Problem is I could figure out how to fuse the primitives together to be one big chunck instead of 5 individual ones.  But this gives you no easy way to control the crack patterns anyways so back to the drawing board. :o

#11 Lukich

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Posted 27 July 2004 - 07:59 AM

Hey, guys!  Did anybody solve this challenge - it remains a big mystery to me, no matter how hard i tried :(  FrenchOP, please, show us your magic!!!

#12 TheDunadan

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Posted 27 July 2004 - 09:43 AM

I wasn't really happy with my solution and I'm going to do a hopefully nice/cleaner setup, but anyhow ...:

I created an extra attribute on the points of the grid and using a VEX SOP I simply applied a slightly modified voronoi kinda noise on this attribute: the voronoi noise has a bit of this cobblestone look. So far so good... now I used the Partition SOP to create the unique groups based on this . I don't know anymore if I created primitive or point groups, but I used something similar to the following roule: "point ("/obj/Ice/IceBr", $PT, "myCustomAttribute", 0)"

Using the trick Sebarrik suggest in his "prim sort otl"  I did a loop, through all the groups and animated these that way. Unfortunally my noise would generate numbers ranging from as low as 00001 up to 99999 (--> ugly group names) no matter if I'd have only 7 groups created via the partition using these values or 1000.

Looping though all those non-existant groups was very inefficient and therefore I created an intermediate attribute and tried several simple hash functions to create somewhat unique numbers ranging only from 0 - 4 * times the number of unique groups the partition SOP would create. Trouble is, for proper hashing you usually need some collision resolving and I don't know how to do so using the expression language in Houdini. Anyhow anyone who's intrested in the hashing theory can get a good introduction on this subject in the good old "Introduction To Algorithms" by Cormen.
In the end using this "hashed" groups some of the initial groups got fused and therefore a fair bit of trial and error was required when playing with the hasing functions.

Well, I guess FrenchOP has a nicer solution for this ;) If I find my old scene file I'll post it.

Jens
Eagles may soar, but weasels don't get sucked into jet engines.




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