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Speed Stretching with VDB ?


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Hi Guys ,

 

i would like to know how to stretch my vdb mesh by injecting a velocity field.

i would like to mimic the RealFlow deformation effects or the particle fluid node in H.

http://support.nextlimit.com/display/rf2014docs/PML+-+Deformation

 

I have try to use the VDB advect node but without success ...

 

An older post say it was not possible, is it true for H14 ?

http://forums.odforce.net/topic/19730-is-particle-fluid-surface-sop-not-used-anymore/?hl=%2Bvdb+%2Bspeed+%2Bstretching

 

I would also like to know if anisotropic meshing is possible in houdini ?

 

Thanks for your time !

 

Cheers

 

E

Edited by sebkaine
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Thanks for your help David !

 

The problem is that i need both :

- Particle Blending

- Particle stretching

 

Both are working with the old particle fluid mesher.

But i am unable to get the same behavior with VDB.

 

Speed stretching is really one of the key element for realistic liquid.

Having this in VDB would be cool ...

 

I give you a simle exemple to describe my problem. you will see that you can only have stretch OR blend in vdb but not both !

 

 

mesh.hip

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Thanks for the tricks Aleksandr ! it's simple and clever ...

 

I think that a simple wrangle that add points at @P-normalize(@v) with a decresaing @pscale could do exactly what i want ! 

 

Nice avatar from The Holy Montain ... by the way :)

Edited by sebkaine
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did you tried vdb masking? calculate the length of the vel field with a vdb analysis and use that scalar field with the gradient to dialate/ erode the sdf.

wont give you the stretching tho..

 

one should calculate the orientation and stretch the scale by velocity. with scale I dont mean pscale but a vector attribute, which describes the non uniform scaling of the point according to the direction and magnitude of the particle.

this basically results in a transform.

but Ive got no clue how to modify the surface sdf with that...for now.

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