Farmfield Posted April 7, 2016 Share Posted April 7, 2016 So will this be the last one or will I get sucked in again? coral.text.2.hip 5 Quote Link to comment Share on other sites More sharing options...
Tesla's fan Posted April 7, 2016 Share Posted April 7, 2016 (edited) thank you Farmfield for share hip file https://goo.gl/photos/yZSidxobwfWGvcsLA Edited April 8, 2016 by aty84122 Quote Link to comment Share on other sites More sharing options...
Popular Post Farmfield Posted April 7, 2016 Popular Post Share Posted April 7, 2016 (edited) I just gotta share this for inspiration - I could watch this for hours... Edited April 8, 2016 by Farmfield 18 Quote Link to comment Share on other sites More sharing options...
Wooshum Posted April 12, 2016 Share Posted April 12, 2016 Hey guys this thread is awesome! I have been collecting research on topics like this every now and then for a while but never had the full set of skills to implement. Your scene files are a great help. If anyone is feeling suitably adventurous you should check out this journal article on modelling coral growth under the influence of hydrodynamics: http://journals.plos.org/ploscompbiol/article?id=10.1371/journal.pcbi.1002849 Thanks to PLOS the full-text article and PDF are free to read and download. This forum is the greatest! Quote Link to comment Share on other sites More sharing options...
Popular Post Solitude Posted April 12, 2016 Popular Post Share Posted April 12, 2016 (edited) I just gotta share this for inspiration - I could watch this for hours... In case you guys haven't seen my video / setup, figured I'd share it here: http://fx-td.com/content/misc/recursive_growth_v2.hiplc Also I did the following a few weeks ago just before the thread popped up... I used a sop solver with a curve and resample and the point relax node, and was in the process of figuring out more of how they did it in the floraform video, but haven't touched it in a few weeks. The main issue with using curves is that it can eventually intersect itself, and surfacing it isn't great. I want to get it working on a regular mesh soon. Nurbs surface from the curves Vdb from points (high detail resample the curves) Edited April 12, 2016 by Solitude 16 Quote Link to comment Share on other sites More sharing options...
Dave Stewart Posted April 12, 2016 Share Posted April 12, 2016 Good stuff Ian, thanks for the .hip file as well! Here's a cleaned-up .hip of the veiny coral growth setup, pretty simple. Probably some bits in there that could be more elegant, I'm open to suggestions!! https://drive.google.com/file/d/0B4ni3j-ZLbj5LU02ajVuX2MxZjA/view?usp=sharing --Dave 4 Quote Link to comment Share on other sites More sharing options...
Solitude Posted April 12, 2016 Share Posted April 12, 2016 Good stuff Ian, thanks for the .hip file as well! Here's a cleaned-up .hip of the veiny coral growth setup, pretty simple. Probably some bits in there that could be more elegant, I'm open to suggestions!! https://drive.google.com/file/d/0B4ni3j-ZLbj5LU02ajVuX2MxZjA/view?usp=sharing --Dave Thanks for the file as well. It's great! The first popnet in your file (the main object underneat) is about where I had gotten (but using a sop solver instead of pops). The only thing I was basing mine off of differently was the curvature and adding in some age attributes to 'freeze' it over time as well. (again, more like the floraform video). Quote Link to comment Share on other sites More sharing options...
edward Posted April 13, 2016 Share Posted April 13, 2016 Someone could make some nice splash screens with this stuff... Quote Link to comment Share on other sites More sharing options...
Solitude Posted April 13, 2016 Share Posted April 13, 2016 Someone could make some nice splash screens with this stuff... I think you just volunteered...? Quote Link to comment Share on other sites More sharing options...
Solitude Posted April 13, 2016 Share Posted April 13, 2016 (edited) Ok.. made one high res render of mine... (not a splashscreen, but could be a nice wallpaper) http://www.fx-td.com/images/misc/recursive_growth_1.jpg <High res More Splash Screeny: http://www.fx-td.com/content/misc/recursive_growth_orange.jpg Edited April 13, 2016 by Solitude 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted April 13, 2016 Share Posted April 13, 2016 The challenge though is to make it appealing... I love this stuff, but I don't know if we'd wanna associate H16 with fungal growth or alien infections. Quote Link to comment Share on other sites More sharing options...
Solitude Posted April 13, 2016 Share Posted April 13, 2016 Ha, good point Quote Link to comment Share on other sites More sharing options...
Farmfield Posted April 14, 2016 Share Posted April 14, 2016 The challenge though is to make it appealing... I love this stuff, but I don't know if we'd wanna associate H16 with fungal growth or alien infections. Doesn't need to be fungal, though. 2 Quote Link to comment Share on other sites More sharing options...
zoki Posted April 14, 2016 Share Posted April 14, 2016 great thread , learned a lot from it thanks Quote Link to comment Share on other sites More sharing options...
matt Posted April 20, 2016 Share Posted April 20, 2016 Just saw this thread - very cool stuff here! The laplacian growth mentioned earlier is actually pretty simple. Find the laplacian of a sdf (which emphasises high curvature 'pointy bits'), and advect along the volume gradient direction where the laplacian is higher. You can even get away with just adding a constant value to the sdf to push it out rather than doing a proper fancy advection. The trick is in fiddling around with processing fields to keep them smooth, and also adding in some fun custom stuff - eg. also multiply that displacement also by the dot product of the gradient and another vector field. 3 Quote Link to comment Share on other sites More sharing options...
janderfischer Posted April 21, 2016 Share Posted April 21, 2016 Hey there, I was asked to add my solution to this awesome thread so here it is. It's rather simple, check the hip file if you like. Theres a vector "self" (pointing away from the spline itself) added to all points, and a vector "surf" pointing towards points densely scattered on the collision geo but only added to points that got pushed outside of the volume. Finally another vector "straight" is added pointing to the center between the previous and the next point, effectively damping the bending. Finally I should note that the very last step of the solver is a wrangle that has an animated lerp between the previous' and current frame's shape to safely control the speed of the whole thing in one parameter. Without that it would fill the whole thing in a max of 40 frames and then slow down harshly, but it was too late to tweak the forces and I wanted to render it Cheers! BrainGrowth_v001.hipnc 9 Quote Link to comment Share on other sites More sharing options...
Tesla's fan Posted April 21, 2016 Share Posted April 21, 2016 poptest_2.hip 2 1 Quote Link to comment Share on other sites More sharing options...
Farmfield Posted April 21, 2016 Share Posted April 21, 2016 (edited) Yeah, I read Jan's post earlier and I thought that setting it up in POPs would do that as easily - and I was correct, thanks Guu for testing it so I didn't have too. And it's really nice being able to set this effect up in POPs, so fast, so simple. Edited April 21, 2016 by Farmfield Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted May 16, 2016 Share Posted May 16, 2016 This thread has prompted me to actually do this as a project in my graduate Houdini class. Here is the result I have so far, but I am actually going to use it for my final to make a music video. I am getting an interesting behavior though, which it would be great if someone could take a look at and help me track down the cause. I have been looking at the code for most of the night and for whatever reason, I am just not seeing what is doing it. I am doing the solver method and am working on building an HDA out of it to leave with my professor so future students may be able to use it. The behavior I can't seem to figure out is the contraction. This is the exact file that I rendered from, and I am only moving the points in one line of code in the solver, so it shouldn't be moving that when my force scale approaches 0, but it is and I am confounded as to where it is getting the instruction from. Honestly, I like the look and the behavior, I just want to know where it is coming from so I can control it. Also, has anyone figured out how to control the spacing? personal1.1.hipnc 8 Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted June 2, 2016 Share Posted June 2, 2016 I have made another one for my final in my Procedural Modeling and Animation class... Let me know what you think. 4 1 Quote Link to comment Share on other sites More sharing options...
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