Posted 24 May 2004 - 12:50 PM
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
sorry for the adGif logo. I do not create animated GIFs very often!
Posted 24 May 2004 - 01:47 PM
Robert Kelly aka Meshsmooth aka Rob The Rigger.
Posted 25 May 2004 - 01:42 AM
It doesn't depend on the object.
(if animatedGif slow down the display on odforce, i will make it a link).
Posted 27 May 2004 - 07:28 PM
Posted 01 July 2004 - 06:27 AM
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 .
Posted 01 July 2004 - 07:59 AM
TheDunadan, on Jul 1 2004, 11:27 PM, said:
Posted 01 July 2004 - 09:04 AM
Anyhow, it's now working more or less. Once I'm more happy with the pattern I'll post my solution.
Posted 14 July 2004 - 04:44 AM
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!
Posted 14 July 2004 - 06:28 AM
Posted 27 July 2004 - 07:59 AM
Posted 27 July 2004 - 09:43 AM
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.
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