nate.usiak Posted December 15, 2012 Share Posted December 15, 2012 Hello all, this is my first time posting on here so greetings. This is a cross post also on the Houdini forums here: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27451 I have been working on a tool that takes an input curve and adds velocity to it for use in a Pyro sim (also FLIP but first getting it to work with Pyro). I have been working on this tool to help give the artist an easy way to direct a Pyro sim along a curve. Here is an example of how it is currently working: https://vimeo.com/55189800 Here is a screen cap of how I have implemented the use of the tool: https://vimeo.com/55238678 I'm also including my otl and an example file. I would like any feedback as to ways to improve the tool or other/better ways of accomplishing similar effects. I greatly appreciate it. Thank you much. example.hipnc NU_curveToVel.otl 5 Quote Link to comment Share on other sites More sharing options...
bloomendale Posted December 15, 2012 Share Posted December 15, 2012 You can use vops instead of scattering in volume. It will speed up things up to several hundred times - from 1+ sec to 0.002 =) And using even 200 divs in isooffset produced artifacts in volume (and in scattering) with fairly simple curve. Don't know why tho. 1 Quote Link to comment Share on other sites More sharing options...
sliver Posted December 15, 2012 Share Posted December 15, 2012 Your work is really interesting Nate, thank you for your files. I will try to give you my feedback 1 Quote Link to comment Share on other sites More sharing options...
nate.usiak Posted December 15, 2012 Author Share Posted December 15, 2012 Thank you Adrien Bloomendale - Thank you, that is really helpful. I'm trying to rework it in Vops now and I think it will end up working out much better and faster I will post back when I get more put together. Quote Link to comment Share on other sites More sharing options...
nate.usiak Posted December 18, 2012 Author Share Posted December 18, 2012 After reworking the tool in Vops I am very pleased with how much faster it is cooking. I am instead within the Vopssop taking normal tangents and displacing the points along those vectors which in turn gives me more control. I still of course welcome any feedback, suggestions or critique. Thank you. I have not posted any more tests yet but a screen cap of the tool use found here: https://vimeo.com/55833089 Quote Link to comment Share on other sites More sharing options...
snake Posted December 19, 2012 Share Posted December 19, 2012 the new tools please update it;s very cool``````````` Quote Link to comment Share on other sites More sharing options...
nate.usiak Posted December 19, 2012 Author Share Posted December 19, 2012 Just noticed I had a small typo in the Vel dir on curve menu so I fixed that real quick. Here is the tool as of now. NU_VelFromCurve.otl 1 Quote Link to comment Share on other sites More sharing options...
Lyonz Posted September 15, 2013 Share Posted September 15, 2013 Hey Nate, Nice otl one suggestion i can think of is adding a vortex throughout the curve, I know the quaternion vop can do this but not sure how to orientate it throughout the curve. Maybe someone has an example ?? Quote Link to comment Share on other sites More sharing options...
slamfunk Posted October 29, 2013 Share Posted October 29, 2013 bumpin this! can anyone explain how you would add a vortex throughout the curve? Quote Link to comment Share on other sites More sharing options...
csp Posted October 29, 2013 Share Posted October 29, 2013 Get a point cloud along your curve, there are many ways you can do this - I guess the easiest is to build a a tube using your curve (polywireSOP) and scatter points inside (PointsFromVolumeSOP) and then use a VOPSOP or PointWrangle to get the position of your each point and cross product this with the position of closest point in the curve (PointCloudOpen and PointCloudFilter) - Normalize both before the cross product. TIP: You can use a ramp for distance from the center to control how strong your vortex will as getting closer to the center. bumpin this! can anyone explain how you would add a vortex throughout the curve? Quote Link to comment Share on other sites More sharing options...
loudsubs Posted October 29, 2013 Share Posted October 29, 2013 can anyone explain how you would add a vortex throughout the curve? I've been working on a project that required something similar to Nates tool, with a vortex. I think its even faster when you use volumes from the start, instead of converting vector point attribs into volumes. Here's quick example of how I did it. vel_vortex.hip 1 Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted October 29, 2013 Share Posted October 29, 2013 Yes, a volume approach is faster even without VDB; I've modeled custom forces with a pure volume approach for this video: https://vimeo.com/60124045 Here is the non-vdb asset: sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21558 (SOP_aeb_pathfollow_fields.otl) 1 Quote Link to comment Share on other sites More sharing options...
eman305 Posted October 30, 2013 Share Posted October 30, 2013 Is there a way to get Your tool to get the velocity of particle that didn't come from a curve Quote Link to comment Share on other sites More sharing options...
nate.usiak Posted May 6, 2014 Author Share Posted May 6, 2014 Thank you all for the comments. I'm going to jump into doing this with a total volume approach soon. Did not notice any of the comments until just the other day. Quote Link to comment Share on other sites More sharing options...
nate.usiak Posted May 6, 2014 Author Share Posted May 6, 2014 There are many ways to get particle velocity. For instance you could bring them into a dop using field force dop with a sop vector field dop. Quote Link to comment Share on other sites More sharing options...
Omegaroth Posted September 18, 2014 Share Posted September 18, 2014 Thanks a lot for this Nate I was trying to recreate the tool, and I think I've done it completely, but whenever I add points on my top-level ramp, the the sublevel vop ramp doesnt recognize that a new point has been created. how did you link your top-level ramp settings to the sublevel exactly? Quote Link to comment Share on other sites More sharing options...
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