Jump to content

Search the Community

Showing results for tags 'flock'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 6 results

  1. I am building a flock using separation, cohesion, and alignment, but I'm modifying the alignment variable. Research showed that you can use a superfluid equation to define the speed of the turn information traveling through the flock, and that helps give the flock that really fluid look. I'm trying to figure out how to control the speed of the information. I need to 1. be able to dynamically change the speed of the information based on the flocks cohesion (when they're more cohesive, the information travels faster) 2. be able to send out "waves" of information every frame, so 24 times a second 3. send out non-disappating waves (I tried the ripple solver, but one of the problems was the dissipation of the magnitude of the wave) I'm thinking CHOPS might be the best bet, but right now I'm just finding a lot of CHOPS information dealing with sound and audio. LMK if anyone knows of a good node that could help me. Right now I'm looking into just hard-coding it in VEX (basically storing the velocity of ALL of the boids at 10 frame intervals), but that will be VERY intensive.
  2. Hello node friends! I'm diving in flocks.. I can't find any source of material to learn this besides a super old tutorial from cmiVFX. I was looking to create a bird flock, so far so good. Scatter a bunch of points, create a curl vel force and add a pop flock. The struggle I'm having has to do with point orientation, I can't seem to orientate the particles according to the direction they are facing, and since this is a simple bird animation, I can't find a way to make them behave properly. Does anyone know a good workflow for this? Pops or crowds? Have a good one!
  3. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  4. Hi, I am relatively new at Houdini and I am sure I am making a few things quite inefficiently. But this is one I am pretty sure I must be doing it quite terribly so: Basically I am doing a small flock simulation from scratch (which my producer gave me a whole day and a half to do, ) with a animated loop for the bird instance (wich I also had to do on the same day an a half). Now, when using instances the animation works super fast, but once I offset the loop with a copy stamp technique on a time blend everything becomes quite slow....understandably. The technique I got it from Peter Quint tutorial here: https://vimeo.com/24969874 And it is quite useful (thanks Peter) but it is 5 years old! I wonder if nothing has changed since then. Because as I said is amazing how fast using instances Houdini is but as soon as I use the copy stamp technique, not so. And I have 200 birds only.... i cannot imagine the cost if it is 5000 particles.
  5. Hey everyone, I originally started this thread on the sidefx forums here, but I'm still stuck on how to proceed with this effect. My initial goal is to get particles flocking by color. Once I have that figured out, I need the particles to also flock around a goal geometry so they can take its shape. In the end I'd like to have blobs of colored particles oozing/crawling around the geometry's surface. I've done some research on flocking concepts, so I know that I need to create alignment, repulsion, and attraction forces to manipulate the particles, I'm just stumped on how to execute the concepts in Houdini. I have the cmivfx tutorial on flocking, but it looks like some of the SOPs have changed with the years... preventing me from finishing the tutorial In my previous thread I was introduced to the pop steer nodes, but they're lacking sufficient documentation/example scenes so I'm having trouble getting started with them. I think using those nodes with VEX would be the best way to do this, but I'm open to anything to get me started! Thanks! Mike color_and_shape_flocking.hiplc
  6. Just played around with the new particles and the flocking digital asset. Added a few more things for pretties. See attached hip file for how I made it (all in about an hour or so). Super simple, n'est pas? p.s. And this marks the actualization of over 25 years of love since I saw Craig Reynolds' Boids in the short digital animation film Stanley and Stella on VHS. (Since Digital Domain didn't want me for Ender's Game) flocking_01.hip
×
×
  • Create New...