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Farmfield last won the day on March 23

Farmfield had the most liked content!

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About Farmfield

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    Houdini Master
  • Birthday 04/14/1971

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    Johnny Farmfield
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    In DOPs and solver SOPs (which are DOPs, hehe) I usually just create some random attribute and add to it, sometimes as simple as... if(something something) i@myage += 1; ...or alike. I think mane people get stuck trying to use stuff that's there - and if it is and you know about it, cool, but it really is as simple as setting this up purely arbitrary - though kinda depending on what you do, you might want to not stack up and pass on too much data with your geomery. Usually this isn't an issue, but if you're doing huge particle setups or FLIP fluids or something, and you have 10 random vector attributes piped into the sim, that'll quickly start eating memory if you have high point numbers - but in regard to how to control stuff, you can just make s**t up as you go along, hehe...
  2. How does Pyro FX works?

    There are a couple of breakdowns on this out there... But beyond these, you probably need to check actual research papers and if you go onto Amazon I'm sure there are math books on the subject that goes into this way deeper...
  3. FEM POPs two-way interaction

    I just use the outputs from the DOPs as collisions and/or use SOP solvers on the bullet solver to do stuff like attribute transfer of velocity, etc... And I won't share the above scene because it's an absolute PITA to work with but here's an example of "looping" DOPs and using SOP solvers on FLIP and bullet solvers - the scene file is linked in the description. I'll check it myself now because it was some time since I set that up and I don't really remember exactly what I did, but the foundation of it should be helpful, hopefully...
  4. FEM POPs two-way interaction

    When I've done stuff like this I've been looping DOPs in and out of eachother - with varying success - but there's no straightforward way to set this up, as far as I know... This is FEM trees, grains and bullet boulders set up like that - but it's a horrible setup to work with...
  5. Differential curve growth

    ...and a variant of the above... Scene files to both setups in the link in the description - and that's an open post on Patreon, just so that's clear.
  6. Differential curve growth

    Very clean scene file for distance based growth - scene file linked in the description...
  7. Differential curve growth

    Not sure what you mean, but just generally in regard to binding this kinda stuff to surfaces, doing extrusions or offsets, what I would do - and to make it work on any object - is remeshing the surfaces in the solver (slow as F, though, as it's a single threaded SOP) and then using the normal from the underlying surface (transfer it to the output from the solver, or inside the solver) to transform it off the surface, like using @P += normalize(@N) * some multiplier in a point wrangle...
  8. Differential curve growth

    Yeah, it's a lot of fun and you can do really cool stuff. Here's a setup I'll go through in my upcoming course, whenever I'll get that out - but yeah, it's in the works.
  9. Differential curve growth

    Man, it's really badly threaded, though, checking the performance monitor, the relax node isn't multithreaded so it'll just drag the whole thing to a crawl... I really would recommend setting this stuff up in POPs instead, using either the POP interact or the grain solver, it's just so much faster as they are multithreaded. And what expression? In the transform? That will fetch the information for which iteration you are currently on which is a detail attribute of the node I pointed to.
  10. Differential curve growth

    Oh, I forgot about this one, yeah, really simple, and gives a great behaviour. And this is how you'd use the foreach for the copying. diff_line_growth.FF.hiplc
  11. Differential curve growth

    Thanks, much appreciated. And just to be clear, I don't remember how Entagma set this up, I actually don't remember 90% of my own setups I posted on Vimeo, I have to go back and check all the time what the hell I did on one setup or another when people ask me how I thought, etc...
  12. Differential curve growth

    That looks really cool, Jonas, and loops are tricky sometimes, depends on what you're trying to do, but post the scene file with the loop and we can see how you thought - and I'd love a scene file either way, that thing looks really cool...
  13. Particles along surface

    Oh, ok, I think I understand the perceived problem, and then I'm with Matt, it's really nice to be able to set that up on a static object and then apply the animation on tip - of course depends on what you want to do....
  14. Particles along surface

    LOL; what? The minpos works just fine on an animated object... animated_minpos.hiplc
  15. sticky slime

    There are several tricks you can use for the sticking, like forcing it by raying the closest particles to it, but the stringiness I suspect you are looking for might be tricky to get without diving a bit deeper into the solver crap and play with stuff like gas elasticity - though you might be able to tweak it into existence balancing surface tension and viscosity, or at least that's what my instincts are telling me, hehe...