Macha Posted February 19, 2010 Share Posted February 19, 2010 (edited) 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): Edited February 19, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted February 19, 2010 Share Posted February 19, 2010 Gross! I like it... The white fluid... ehh... it kind of looks like semen. That said... What material are you using? It's a cool effect. Hehe. Quote Link to comment Share on other sites More sharing options...
3__ Posted February 19, 2010 Share Posted February 19, 2010 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: Quote Link to comment Share on other sites More sharing options...
Macha Posted February 19, 2010 Author Share Posted February 19, 2010 Maybe particle streams -> particle fluid solver? That sounds interesting. How would I set that up? (I attached a simple pulsing particle fountain if somebody wants to show how it is done) partfluid.hipnc Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted February 19, 2010 Share Posted February 19, 2010 it looks like dog guts, looks pretty organic. how did you achieved the effect? Quote Link to comment Share on other sites More sharing options...
3__ Posted February 20, 2010 Share Posted February 20, 2010 That sounds interesting. How would I set that up? (I attached a simple pulsing particle fountain if somebody wants to show how it is done) See attached. Edit of the particle fluid emitter demo in help. Not too sure if it will scale well (if more parts/passes = more complex structures), its too slow to test atm. partfluid_stringy.hipnc Quote Link to comment Share on other sites More sharing options...
Macha Posted February 21, 2010 Author Share Posted February 21, 2010 Thanks for the file but I am unable to upscale it. Argh, that's a real problem with particle fluids for me. They are so sensitive. Quote Link to comment Share on other sites More sharing options...
goldleaf Posted February 21, 2010 Share Posted February 21, 2010 Way cool. How did you do the sausages? Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted February 21, 2010 Share Posted February 21, 2010 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. Quote Link to comment Share on other sites More sharing options...
Macha Posted February 21, 2010 Author Share Posted February 21, 2010 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. Quote Link to comment Share on other sites More sharing options...
Jason Posted March 2, 2010 Share Posted March 2, 2010 This is one of the coolest little projects, along with Sam Hancocks original. Quote Link to comment Share on other sites More sharing options...
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