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Differential curve growth

106 posts in this topic

This is really cool... Looking to the very first part, I did a simple setup yesterday, trying to replicate it, but can't say I got very far before running into issues. The problem with the POP setup is it really wants to create the coral patterns - even using a polyframe to calculate outwards normals and using them to guide velocity outwards, you get to a point where is starts to fold into itself" and create those traditional differential curve type patterns... So perhaps something ti rethink - or perhaps someone here has an idea..?

Oh, and just generally, there's SOOO much friggin cool stuff in this video, I can barely watch without freaking out, wanting to try to replicate all of them, hehe... :D

 

Edited by Farmfield
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Posted a thread on some tools, one of which is how to calculate the concave curvature of a mesh. I've used it to get some pretty cool differential growth results. It runs on points only so it's pretty fast.

Here's a link to the thread.

 

-Tighe

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So funny, last thing I did last night was watch your Vimeo vid on this and as I was watching it, I got a notification that you posted the above. But yeah, really cool setup. I just love the gradient and curl direction, that's really helpful for some stuff. :D

Edited by Farmfield

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On 3/3/2017 at 8:17 AM, Farmfield said:

So funny, last thing I did last night was watch your Vimeo vid on this and as I was watching it, I got a notification that you posted the above. But yeah, really cool setup. I just love the gradient and curl direction, that's really helpful for some stuff. :D

haha that means the sharing is working :)

Happy to hear that you find the gradient and curl direction useful, mind if I ask what uses you've thought of for it? I developed this method when making grass patches and found that using it in tandem with curvature it lets you groom pretty easily, well at least give you a good starting point. 

The differential growth that can be made with the curvature is kind of a plus. 

Interested to hear all the different uses people can think of. 

-Tighe

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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. :)

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