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Fishy Fish flock


monkibase

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Hi there!

My recent finished work where I used VEX to create fish flocking model.

 

 

Difference from basic boid flocking model is that I made fishes to be aware of their front, right, left, etc and they turn towards their goal considering this. You can see it in Cohesion - fishes try to reach point in the middle of the screen. When point is behind they try to turn towards the point making circles, instead of just swimming backwards.
Obstacle avoidance was done using sdf volume. After simulation was done I smoothed it a bit inside CHOP.
Fish animation respect speed changes. Also fishes can bend depending on their velocity change.

 

Rendered in Mantra, composed in Nuke.

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Amazing work. I'm trying to do something similar but it doesn't need to have as much detail as your work. I'm new to houdini and getting some decent results in bird flocking from the POP flocking tools. Can  you elaborate a bit on how you achieved this?

 

Thank you :).

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You can check it here:

http://www.red3d.com/cwr/boids/

 

or any other tutorials.

 

The idea is to set some simple rules to each boid so then they will behave correctly, without intersections and flying around together. There are 3 basic forces: cohesion, alignment, separation. What you will need is to calculate acceleration vector for each of them (red vector on that website), then simply sum them and you will get an acceleration for a point. Then in solver node you simply calculate the velocity and manually move a point to a new position.

 

For example in cohesion, u will get for example 10 neighbors. Calculate their average position and acceleration vector for the current point would be P_average - P_current.

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Nice!!

 

@Jebbel:

fyi.. if you need something to experiment with, Houdini 14 comes with the boid flocking forces (popsteeralign/popsteercohesion/popsteerseparate dop nodes). They're all done in wrangles so can be modified easily.

Edited by AdamJ
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