Jump to content

All Activity

This stream auto-updates

  1. Yesterday
  2. Hi Robert, yes, you can integrate the minimal surface position with the ray node or minpos(). I've added the pig head to the food input to motivate growth there, as well. mycelium_3d.hipnc
  3. It will probably depend upon your needs/interest. My advice would be to check out the trial version and run through some tutorials to get a feel for working with it in order to make your decision compared to Houdini's Pyro or the Axiom solver
  4. I have attached my Houdini file, containing my simulation for a paint along my logo. I am using FLIP Fluids and multiple collision objects. I don't think this is the best way, manually key-framing multiple objects against a flow object, and I don't know how to achieve a constant flow. Please give suggestions. Many thanks! https://drive.google.com/drive/folders/1nStkBKHvVOi8k6e8A_uOLiCwCafBLvBY?usp=share_link
  5. Boolean also works quite nice. Just extrude your curve a little bit (using the surface normal as direction if the curve is close/projected) and make sure that you choose surface type for booleans. cut geometry using curves_mod.hipnc
  6. @madebygeoff Great explanation, makes sense now. Appreciate the file. cheers
  7. Wondered if its worth to look into it . Seems really fast.
  8. Maybe that helps? curve_infection_direction.hip curve_infection_direction_by_attrib.hip infection_nearpoints_along_vector.hip
  9. Edge_fracture works too cut_geo_with_curve_.hip
  10. Thank you! I've looked into this and is exactly what I needed
  11. Very cool! Thank you. Is it also possible to grow this on a 3D surface?
  12. Hip file attached. how to cut a geometry/grid using a line/curve? I've tried polycut but it doesn't have a second input for the curve. cut geometry using curves.hiplc
  13. Thanks for the suggestion, Atom. I have taken lot of insights from your codes on crowd combat. Thanks a lot. right now I have used two goals although they are not active at the same time on an agent. I think will try to keep only one goal and change only the target id after the first battle is completed that should avoid goal conflicts.
  14. Last week
  15. Another thing I've done in cases like this is to sort source and targets points along the same axis. Divide your VFX points in half to have each crowd group seek only those points. Less crossing another's path and triggering wander/avoid.
  16. I am looking for the way to expand the attribute of the point which is labeled 1 on the curve in one direction. I assume I need to set the direction by using normal or something and expand the point by neighbour function. Is there any smart way to do this?
  17. Yeah, I used your code but it didn't work in my project. The pop steer seek with id mapping worked for me but They keep walking around the goal and my arrival is activated. I also triggered the last state using the object distance (point cloud) and object attribute, using sop geo and goal attribute. Both gave me this result but not perfect crowd_logo.mp4
  18. I've done this before by setting up a render loop, which is essentially a PopWrangle that executes every frame. Inside that wrangle add code to measure the distance between the current location the goal. Once that distance is small, you know the agent has arrived, and can trigger a new state.
  19. Using this thread I want to know how to make the crowds switch their transition when reach the id points mapped? I`m trying to make a logo and it worked using the id mapping of the steer seek for attracting them. However, the last animation needs to be triggered when reach the exactly points that They were attracted. Can you help me please ?? Thanks
  20. Hi! I'm Dayton, and I'm a 3D Generalist that works for large commercial clients. I'm currently looking for work. I'd love to work in advertising or 3D motion graphics, and you can see my work on my linktree: https://linktr.ee/daytonfx You can also contact me at the same link! Hope we can make some cool things together!
  21. @Aizatulin Thanks a lot, I was also playing around with the way bounding boxes are created (wasn't planning on sticking with Bound SOP) but I wasn't aware of this method (not saying that it would be easy to implement for me without digging deeper into linear algebra..). Using eigenvectors of the covariance matrices definitely gives a good orientation at the cost of making them slightly larger when compared to Bound SOP, but this can be easily adjusted and produces a cleaner result in the end. @maiden666 Yes, I was experimenting with converting mesh to vdb. The issue is that I was losing a lot of detail with some of the meshes during the process, resulting in an overly rough approximation of the original mesh (unless giving it more resolution, which made things slow). In the end, those boxes will primarly be used for collision detection in external software, so the closer I can get to the original mesh and the more efficient with the overall amount of them, the better. Thanks again to you both, it gave me few ideas to play with. You guys are awesome.
  22. Regardless of the constrain to closest point setting, stitch to geometry still requires a source set of points (geometry) and target set of points (target geometry). It still needs to know which set of points you want to stitch to what. So you're going to have to find a way to tell Houdini which is which. The hip file below isn't ideal, but it illustrates the point. To be honest my first thought is to build the constraints in vex. What you really want is for each edge point (that is not an outside edge) in the orig_pt group created by the fracture to stitch itself to the corresponding point in the new_pt group. Use an enumerate SOP to create an index for each point before the fracture. Then after the cloth configure node, split out the constraints and add a point wrangle. For each "orig_edge point" find the corresponding "new_edge point" and create a new poly line between those two points. Then add all the necessary vellum attributes to each polyline. It's a little more than I have time for this morning, but there's a few good tutorials on using vex to build constraints. Including this one. If I have time later in the weekend I'll try to build a simple setup. And someone else might have a way of ordering the constraints without VEX. I just can't think of a way off the top of my head. stitch.hipnc
  23. I would suggest your secondary goal needs to become the primary goal after a battle is completed. Wander is a problem, I'd turn it off.
  24. I understand that this is not what you want, but...
  1. Load more activity
×
×
  • Create New...