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About sweetdude09

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  • Name jake
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  1. I'm not sure if replying to myself is bad form, but here's a gif of the voronoi version. Big thanks to petz for sending me down the right path on this one =) JR_VORONOI_WRANGLE.hip
  2. Ah that's a very interesting distinction. After doing a bit more research it appears i need to compute the dual using the circumcenters of a deluanay triangulation in order to compute the dual. Radical, i might take a crack at that today since I have a bit of free time, will post result in a bit =)
  3. Damn three of my favorite tech wizards all commenting on muh post! Thanks for the kind words!!! Another thing I neglected to mention in the post is that the dual of delaunay triangle graph is a voronoi diagram, so really this can also be used as a vex method of generating voronoi diagrams. What that means for us is, assuming you run it on a mesh generated from "Triangulate 2D," you should get a voronoi diagram of the input points! Neat!
  4. Aw shucks! You guys are too kind
  5. Hi friends! I just released an article on Medium walking through how I built a "Compute Dual" wrangle in VEX. As a quick summary, I basically wanted to know how the "Compute Dual" feature of the divide sop worked, so i slapped together a neat lil wrangle, to do just that! CLICK ME TO GO TO THE ARTICLE!!!!!!!! Here's a cute little gif showing off the construction of a dual graph. If you like it, please check out the article, it's free and it'd mean the whole world to me! =) Love you fools, Jake http://jakericedesigns.com/
  6. Yo, not sure if you already found a solution but here's a quick set up that i made for a project a while back. It also allows you to offset the start frame of the sim too! Maybe someone smarter can clean up my expression. Right now it's using frames to ramp (since i was using baked sims), but you could easily adjust the expression for time as well. ODFORCE_TimeShifter.hiplc
  7. Physarum, an experimental animation designed to show off a slime mold simulation, based on a research paper by Jeff Jones. What started as a redshift renderer test, quickly evolved into something much larger. Soon after implementing the paper in Houdini, I realized the simulation could be used to generate some pretty incredible designs. In this case the simulation is attempting find the most optimal paths through a given volume, creating tube like structures that are constantly evolving. I can attach the project file if there's any interest! If you are interested in reading the original paper, here’s a link to that: eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf Bonus wireframe simulation showing my first 3D implementation of the algorithm: vimeo.com/182029750/74f8965df6 Bonus steiner tree example: vimeo.com/181717693/fe912eb22b
  8. Here's how i would do it. From there it should be pretty simple to round the peaks and or animate it anyway you so choose. I got lazy though. ODFORCE_SinModuloExample.hipnc
  9. Wow Nick, this is a much, much smarter implementation than the bung i came up with. So much cleaner. If you don't mind me asking, what other situations benefit from switching out of cartesian and into polar? I'm definitely a novice at coding, especially when dealing with vector math, so i'm super interested in learning possible applications of this.
  10. Not sure if this is proper protocol, but i wanted to report back with results! I initially set this whole thing up in VOPs over the weekend. However the set up with 6 switch comparisons, and loads of if statements became super messy, and my VOP flow just wasn't easy for me to tweak, let alone share with ya'll. However yesterday i had a bit of a lull at work, so i wrote the set up in VEX which ended up being so much easier. It's really my first time writing VEX, coming from python for C4D, but coding is pretty universal so it wasn't hard to get the syntax down, especially for such a simple set up! There's tons more i want to add to it, especially randomizing the angular velocity a bit so that the particles all kind of take there own path. I set this project file up with a simple velocity field to advect the points. But really this should work with any type of advection or particle motion.... Maybe... No promises. I tried to comment the code, so it could be useful to someone potentially? Anyways, thanks again Kleer for the help!!!!!!! Much appreciated. HOUDINI_GridAdvection_v003_ODFORCE.hipnc
  11. OH that makes so much sense. Sweet, so it is easier than i was realistically making it out to be! I tend to over think problems.... Anyways, I will try this out for a bit, and then try it some more in the morning when i have a lot more time, and i will report back with my results!!! You're the best. -Jake
  12. The title of this post, is a terrible amalgamation of words, so i apologize. The question i'm trying to tackle is, to take particles that are being advected by a volume in pops, and remap the animation so the particles only travel in a grid like manner. I'm aware of a few techniques that can accomplish this, but none of them work if the particles are being advected. I really don't even know where to start on this, my first thought is filter the velocity volume that's advecting the particles into basically voxels where each voxel can only have a velocity in one of six directions, based on the average velocity of that given voxel.. Writing that out, sounds kind of silly... But it makes the most sense currently to my brain, as opposed to some crazy pop vops magic. If anyone knows of any reference that could help me get to a solution that'd be greatly appreciated. I've been scratching my brain over this for a fairly large chunk of time, but can never seem to make any actual progress. Maybe i can use some chops post advection to do it... I'll keep playing with it in the mean time. Anyways thanks for reading this terribly written post, and i look forward to any and all input! This forum is legit incredible, so honestly thanks in advance if you post at all. It means the world to me -Jake
  13. Holy shit. Dude i like honestly have no words. This file is exactly the kind of base i was looking for. Thank you so much, and thank you Miles as well. Next time in the LA area (that's a very large area) i'm 100% buying you a beer. I'm going to try and set it up in Dops either tonight or tomorrow morning so that i get a feel for that too. I actually just dove into Dops for the first time a few nights ago so it'll be interesting to try and apply it to this problem. The gradient difference is a super smart solution, it feels like a couple of things i've done when comping during post. I'm honestly so floored man, i literally never would have thought that you could use volumes like this. Anyways, enough rambling. Going to dive into this project and see what kind of crazy shit Dops has in store for me -Jake
  14. First i want to start by saying, both of you are huge helps, especially in terms of thinking this whole thing through. Alright, so my reasoning is this (and please by all means, call me retarded if like it's outrageous or just a piss poor way of executing this idea): The reason i don't want particles to be deleted, is because i would love to use either a triangulate 2d or use the points as the template for a voronoi fracture on the base grid, so that i can rebuild the original grid, with polygons that flow according to the image texture that is being used to generate the points. So basically when the area is less dense, the polygons grow to fill that area out, and as the points shift towards an area of luminance the polygons get denser in that area, minus the terrible popping induced by using the scatter to achieve this. However, when points get culled, the "remeshing process" for lack of proper articulation skills, get's pretty ugly, just with popping and with other artifacts. So instead of the polygons expanding and shrinking, they just pop from one area to another. Again, I might be spinning my gears for no real reason here. In hindsight the whole to "avoid flicker" phrasing was just silly on my part, apologies on that note. I just checked out the file you posted Jesse, and it seems to be a lot closer to what I was thinking, and the set up is super interesting. Sorting by luminance seems pretty damn useful.
  15. Not exactly, while that scene is very useful (I've only briefly looked into the Attribute Interpolate SOP, so thank you for showing me a scene with it) this is actually the inverse of the effect I'm looking for. Basically, i want a static grid with particles on it, and then what I've been attempting to do is have the particles "advect" by an animated texture on the grid. Maybe there's a way to do it using the Attribute Interpolate SOP, but so far I haven't been able to make that work. I tried something very similar to this! Though way you're describing is far simpler than what i did... I used a For Each to subdivide a mesh based on the luminance of an image texture, and then created points at the center of each primitive, which totally works. However, i realized that for the problem i was trying to solve, i wanted to try and keep the point number the same throughout the process, so i came to the conclusion that rather than culling i wanted just position change. Hence this mind numbing problem... Maybe there's a way to combine the two thought processes and create a system kind of like Conway's "Game of Life"? With that being said, I'm going to try it using the delta images like Fathom recommended (because it should keep the point number the same, so maybe it will work?), and see where that path takes me. My other thought now is to try the new grains system. Sort of like this video: Anyways, thank you both for your comments (I usually don't post on forums, it always feels selfish to me!)