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Fun with Saussages


Macha

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Impressed by Sam Hancocks lovely worms

I played around with my own saussages.

The slither itself was straighforward but getting the fluids to interact I found very hard because the mesh is so complicated.

I tried particlefluids (explodes), volume fluids (takes too long,) and velocity fields (not detailed enough). In the end I used simple particles.

It's PBR-rendered so it takes ages. Once a longer version is rendered I'll replace/update the old one.

Fluid ideas are most welcome.

Render:

Screen (slightly longer version, if you want to inspect the worms motion):

post-4013-12665599624_thumb.jpg

post-4013-126656183165_thumb.jpg

Edited by Macha
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I like it. Right to the point...

Fluids could be 'stringier', don't know how that's done in Houdini...

Maybe particle streams -> particle fluid solver?

Also some pustulating action would be nice, Eg:

http://www.snotbubble.com/cpb/boilingskin.mov

Or some other such sub-dermal wrongness. Like those worms that shunt back and forth in the tentacles of snail's eyes:

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There is a balance when emitting particle fluids. You have to play around with the gas constant(atmospheric pressure) and the rest density. Usually when I get an explode it's because of the sph particles being closer together than they should be so they get flung out into space. I usually increase the rest density.

As for geometry interaction, you really have to crank up your oversampling on the DOP network, especially if your geometry is moving really fast. That way it will evaluate the collisions more accurately. I'm not sure if there is another way to get that accurate interaction besides oversampling, but if you find one let me know. :)

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There is a balance when emitting particle fluids. You have to play around with the gas constant(atmospheric pressure) and the rest density.

Yes, thanks. I have of course explored these things. ;)

Craig's hip file also changed the solver from runge-kutta to something faster which I thought helped a lot.

The problem remains that once the collision objects become very complex, and the emitters many, it quickly grinds to such low sim speeds that tuning the thing becomes very hard. Maybe I can find a way to deform and shape the sim like I did with pyro-explosions in a previous post.

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