csp Posted October 5, 2012 Share Posted October 5, 2012 (edited) Hi, how can I approach this effect on the above link 1:35? It seems like they use fluids with high viscosity.... but I am thinking that maybe is possible in SOPs using vopsop and the pointcloud. I have attached a hip file where it 1 animated line and 3 vopsops where the first get the distance of every point in the line from its closest end point. The second vopsop computes the fake-gravity for the sticky fluid where the points that are far from the end points and close to the center of the line are affected more from the gravity and in similar way the third vopsop computes the thickness of the fluid along the line by editing the pscale attribute. Any suggestion for better and/or more efficient way to achieve this effect as realistic as possible?sticky fluid.hip Edited October 5, 2012 by cparliaros 1 Quote Link to comment Share on other sites More sharing options...
dark_cry Posted October 5, 2012 Share Posted October 5, 2012 Hey man, really good start And so simple. I would do the noise in vop sop with rest field, and animate it's offset. Now they are kind "swimming" over the surface. And would do some adjustments with your fake gravity. I think you can take to point in the beginning and ending of curve, and with point clouds could do some simple trick, as the go far from each other, the strength of gravity will rise. That would give some reality Quote Link to comment Share on other sites More sharing options...
csp Posted October 5, 2012 Author Share Posted October 5, 2012 thanks dark_cry, about the noise I noticed that swimming over the surface but my focus was on the main effect. My first idea was to use wire simulation for the gravity and the animation but then I did this quick setup with vopsop but you are right, it needs adjustment. But with this way I am miss some nice details as you can see on his finger at 1:38 where there are gaps in the fluid, I guess you can have few lines close to each other and use meatballs. I am gonna try to develop it even more and share it, I hope more people will inspired to do the same a post here the results. Quote Link to comment Share on other sites More sharing options...
dark_cry Posted October 5, 2012 Share Posted October 5, 2012 You could make gaps with sop solver and point clouds. I'll post a scene as soon as i can. I'm very buisy now. You can start with scattering points over your surface and create float attrib on every point, and in sop solver make a setup with point clouds, with this attrib, you can do a condition, whether they stay close each other, or change their position. You could try like so. Cheers Quote Link to comment Share on other sites More sharing options...
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