Jump to content
ikoon

My experiments, with source files

Recommended Posts

All I can do in Houdini is thanks to other people, who are helping and sharing their knowledge. Thank you everybody. You guys rock! That page is also my "Thank you!"

Share this post


Link to post
Share on other sites

I am quite happy with my new algorithm. Just pure math - no noise, no random, no simulations. Vector algebra to find curvatures around any mesh. Unfortunately any deforming mesh is per-frame flickering, so still in progress. .hiplc files here:
http://www.ikoon.cz/client/files/houdini.lab/033-o-peak-algebra

ex.png

Edited by ikoon
  • Like 3

Share this post


Link to post
Share on other sites

Thanks for the example files!

So how do you render these? When I render out of Mantra I big and horsey lines. Also there is no animation when I scrub the timeline. Is there some node parameter that needs to be animated to cause the lines to move?

Untitled-1.jpg

.

.

.

Ok, after playing around with the scene I discovered you can add an AttributeWrangle to the end of the network and simply set the f@width attribute for the strand width rendering under Mantra.

Untitled-1.jpg

Edited by Atom

Share this post


Link to post
Share on other sites

Hello Atom, I am only solving those curvatures ... I generate volume velocities by generating new vectors as a cross product of "intersecting normals". Unfortunately those intersecting normals are jittering a lot on a deforming mesh. It is like solving two hugging hedgehogs :) I will have to do more development, when I have time. My hiplc is far from perfect, I just wanted to share it.

As regards rendering. You could use also @pscale and here are nice tips to render lines:
(hair normals, cca 14:00 minute) https://vimeo.com/184145249
(additive mode) http://forums.odforce.net/topic/27668-mantra-glowing-points-and-fake-dof-fake-light-emitting/?do=findComment&comment=158515

Share this post


Link to post
Share on other sites

As regards those pscale and color ramps along the trails, there is much faster way to compute:
Texture UV (Type: Rows&Columns, Class: Point) - gives you the u attrib along the trail
Point VOP (the UV attribute > Vec to float (u) > Ramp)


I have used it in my Houdini project here, along with other effects and simple networks:
motion-graphics-project-with-source-files

 

odforce.png

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×