fragmentzero Posted March 26, 2013 Share Posted March 26, 2013 Hello, I am trying a simulation where I need to move particles along normal direction of a surface. Normal can be combed or perturbed using metaballs. And the particles should take the direction of closest point's normal. I have attached a file where I unsuccessfully use creep and ray sops. But its far from what I want to achieve. My goal is sort of a "flow direction" for spawned particles encoded in surface normals. Any help is appreciated. Thanks Particles_Along_Surface_Normal_01.hipnc Quote Link to comment Share on other sites More sharing options...
Akabane Posted March 26, 2013 Share Posted March 26, 2013 Just from the top of my head... What about attribTransferring the surface N as Velocity for the particles each frame? Delete it each frame and replace it directly with the nearest surface point velocity? Quote Link to comment Share on other sites More sharing options...
fragmentzero Posted March 26, 2013 Author Share Posted March 26, 2013 Sounds like a valid thing to do. I am trying to implement it but with some struggle as I am fairly new to Houdini. Can you please give an example when you have some time? Thanks Quote Link to comment Share on other sites More sharing options...
ford77 Posted March 26, 2013 Share Posted March 26, 2013 Probably it will be the point sop. Set up the parameters on the force tab and use the grid as an attractor in the pop network. probably a drag will help too. Quote Link to comment Share on other sites More sharing options...
mawi Posted March 26, 2013 Share Posted March 26, 2013 Import the surface as a point cloud and filter the N attribute in a pop-vop. Im not infront of houdini now so search for point cloud on the forums. There should be plenty of examples. Else I might be able to do a simple file for you later on today. Quote Link to comment Share on other sites More sharing options...
old school Posted March 26, 2013 Share Posted March 26, 2013 I whipped up a quick prototype file that uses perturbed surface normals and used a Fluid Source SOP to create vel fields from the perturbed surface normals then used an Advect Volume POP to push the particles about. Lots more control and if you cache out the vel fields to disk, potentially way faster than point cloud lookups in to vel fields. particles_pushed_by_surface_N.hip 2 Quote Link to comment Share on other sites More sharing options...
fragmentzero Posted March 27, 2013 Author Share Posted March 27, 2013 That looks interesting. I'll look into the file and Volumes + fluids. Thanks Quote Link to comment Share on other sites More sharing options...
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