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About Farmfield

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    Houdini Master
  • Birthday 04/14/1971

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  • Website URL http://www.farmfield-vfx.com

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  • Name Johnny Farmfield
  • Location Sweden

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  1. Well, you won't learn anything from me or anyone else setting it up for you, because you are at the wrong place in regard to how far you have come in Houdini. And not saying that to be rude, I just want you to have the best angle of improving your Houdini skills. So what you need to focus on is attributes and attribute transferring, because it's seriously the key to unlocking Houdini. Imo the best "mental approach" in Houdini is to look at it as there's only points (*) and whatever you need to do is about manipulating those points. You also need to think about what you need to manipulate the points. In this case we are working with particles, so any growth is movement and that's velocity. So you need to manipulate that. You do that either manipulating the actual velocity or adding a force. Force is basically additional velocity added over time. So what you'd need is a basic differential curve growth setup and a source for your influencing force. So for that source you need to generate velocities (if that's not already there, like it would be in another POP sim or FLIP). I haven't messed with the new ocean tools, though, so unsure if it generates surface direction vectors, but seeing the foam and such, I would guess it does and that's attribute values you can use for something like this. When you got the differential curve setup you want to advect and the directional vectors you need to do it (likely a velocity vector) you can just set it up in a SOP solver in the POP sim, object merge in the source of the velocities and just use an attribute transfer to pipe it into a custom attribute on the POP object and then you'd just use a POP wrangle to add that attribute data onto the current velocities, either adding them to your velocity or using the force attribute, adding it over time. And if none of this makes any sense, we're back to the first line in this post and you have a lot of more time to spend in SOPs getting to know and understand how Houdini works with attributes - because it will never be more straight forward than this in Houdini. This seriously is pretty basic stuff, hehe... (* unless they are voxels, but kinda the same approach, either way)
  2. Sure, as it's a particle system, any force will work, like something as easy as transferring velocities from a FLIP simulation to the differential curve setup in a SOP solver or alike - but that being said, I would guess it's going to be tricky to control. This particular setup is very happy at one specific conjunction of values and there it behaves very predictable in both 2D and 3D, but pushing it in other directions it either just stops doing much or it starts to behave very erratically. But try it out and post the results in the thread.
  3. Absolutely. The differential curve growth thread is a great example on that as well. And there's a lot more on this subject on the Houdini group at Facebook, in a way kinda sad the know how is so fragmented now, with the Facebook group and the Discord chat/community - forums are truly the best way to do this kinda thing, imo, as Wiki's are the best way to organize and present information - Facebook and Discord is more about the moment, not some great solution from 2 years ago, as I find at OD Force all the time.
  4. Oh, that's really cool, Dave. That's truly my kinda hacktastic solution. And the Facebook thread on this generated talk about doing this in CHOPs, so hoping for a scene file on that today or tomorrow, then I'm gonna compile the solutions into a list and zip the files for download (or collect them in a single scene file) - always great to be able to look at a different solutions for a problem, see how different people approach it.
  5. Yeah, I will put this down on paper and see if I can straighten out the relationship, and it's of course based on circumference divided by segments to get the polywire, but with my current solution, I need to resample the curve to fit the overall divisions first, then delete any other points than the segment ones - it's kinda messy, to say the least. I have a new idea for doing this using a carve in a for loop to generate the points fed into an add SOP to recreate the curve, much cleaner, but I'll dig into that tomorrow - at the earliest. And just to be clear, if I was in production and had this issue, I'd go for your setup in a second, but as it's more generic, playing around with problem solving (the kinda stuff in the scene files I usually post on Vimeo), so I really want to find something that's easy for ppl to wrap their head around.
  6. Man, you are brilliant with VEX. Much appreciated. Here's the direction I went - no clue how I came up with it, my brain is just auto-piloting most of the time, it's more reaction that action - not even kidding. Now, there is a relation to be set up between the pscale, the resample segment amount and the fit min/max to get this working "right" - though so far I have no clue what that formula is, but I'm pretty sure it's there, somewhere... resample_squares.v1.1.hiplc
  7. Anyone know of a simple way to resample a curve by pscale/width attribute - or perhaps another way to space hulls in a sweep or alike by pscale/width so lower numbers will yield higher sampling..? And the idea is to get more square'ish quads for a setup like this, procedurally... resample.hiplc
  8. No problems. And I too started in POPs, learning Houdini, though looking back I should have spent more time in SOPs before I did that - POPs, well, DOPs overall, is just "work", sim'ing, tweaking, in a way, wasting time. Learning Houdini is all in SOPs, imo.
  9. It's all about balancing up the values, your head was too small, your resample and repelling forces were out of sync - you gotta repel further than your resampling distance - etc... And I'm still in love with this technique. curve growth problem_FF.hipnc
  10. Here's a super simple setup for you. pop.attribute.transfer.hiplc
  11. Works like a charm - you guys are awesome - OD Force rules, as usual! Posted it on SESI forums as well (crediting you guys, of course) perhaps it'll help someone else with this issue some day. Much appreciated, guys! On a sidenote, I really gotta get into HOM, hehe, I've just pushed it forward for years now...
  12. LOL, you missed them? Here's the copy SOP...
  13. Tried asking this in the SESI forums but no solution so far, so I'll try here too then. Is there a shortcut for hiding/unhiding the node guides in the viewport? If not, how do I create one? And I'm talking about the guides, not the handles, like with the copy SOP, etc... And yes, I know I can disable them in the display options, but I would really like a hotkey so I can just pop them on/off when I need to - like you can in most other comp and 3D apps...
  14. I'm more thinking of the vectors, using them to drive stuff on surfaces in interesting ways, directability of particle effects, that kinda thing... Doing custom force setups is something I seem to return to quite often, so anything about generating vectors from input objects are potentially very useful.
  15. Nice!! And 17.5 hours - damn, girl, that's a non trivial amount of work that went into that...