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art3mis

Using sound to drive NON realtime simulations

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art3mis    29

Hi

I understand the basics of using sound input in CHOPs to drive realtime animation, but what about non realtime simulations such as FLIP fluid simulations etc?

Is this possible?

I have a scenario where I would like to create a water ripple simulation with the amplitude and frequency of the ripples driven by sound input.

How might this be accomplished?

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mestela    451

Most (all?) sims can take some procedural input to help direct or initialise the motion. If you can drive that input using chops, then you can do what you're after.

Here's a little example of that, chops driving a ripple solver, and in turn driving a pop sim.

http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Dynamics_driven_by_dops

 

chops_dops.gif

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art3mis    29

Thanks! Your website is a fantastic learning resource for the Houdini community.

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