ParticleSkull Posted March 29, 2016 Share Posted March 29, 2016 (edited) Hey guys, i'm trying to create that flat intersection real life bubbles have when intersect with each other. Like this: I've found an old topic about it (from 2006-2008) where the guy called Macha solved it (download hip) and it looks almost perfect but I don't really understand what is going on there. Could anyone help me to understand it? It's done using the old for each sop. Would it be better to use the new loop tools?Here's a couple of screenshots of Macha's setup:Thank'sAlvaro Edited March 29, 2016 by ParticleSkull Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 29, 2016 Author Share Posted March 29, 2016 My main qustion is: How the Voronoi Fracture is creating those perfect intersections? Quote Link to comment Share on other sites More sharing options...
Atom Posted March 29, 2016 Share Posted March 29, 2016 (edited) I think it is kind of one-trick pony setup. All that additional FOREACH is doing is scaling the 3 spheres by zero to use their center point for the fracture points.In this quick modification I have scattered a few points across a grid and introduced some random size. The logic behind this network kind of breaks down. Not sure why? Perhaps clipping needs to take size into account? ap_bubbles.hipnc Edited March 30, 2016 by Atom 2 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted March 29, 2016 Author Share Posted March 29, 2016 Damn, I think it might not work as good as I thought. Do you think is there another way to scale the bubbles without breaking the setup? It's very important to have random size bubbles on a scene like this. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 29, 2016 Share Posted March 29, 2016 (edited) I don´t know how fast it will be but this kind of overlapping always screams volumes to me. I would try with a vdb setup generating new volumes from intersecting bubbles... ...admittedly, it might be kinda slow for many bubbles. Edited March 29, 2016 by Netvudu Quote Link to comment Share on other sites More sharing options...
Atom Posted March 30, 2016 Share Posted March 30, 2016 (edited) Here is a basic attempt at using a volume to make the surface. You don't get the dividing walls, however, which could affect shading. The Ramp shader applied. ap_bubbles_1a.hipnc Edited March 30, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
f1480187 Posted March 30, 2016 Share Posted March 30, 2016 (edited) There is a core of the Voronoi Fracture node called Voronoi Split. A very simple node expecting geometry and fracture points connected as polylines. It slices geometry right at the middle of them. That is why different scales not work. We can slice each bubble and move neighboring points closer or further to move middles right at the place of two spheres intersection. Another quick idea is to find two nearest points of a point wrangle's second input's pointcloud and set point positions (or pixel values at rendertime or even volume density) when two distances are close to intersection point. bubbles.hipnc UP: there is better version below. Edited June 22, 2016 by f1480187 6 Quote Link to comment Share on other sites More sharing options...
Atom Posted March 30, 2016 Share Posted March 30, 2016 That is a nice example. Is there any way to guarantee point count? In this image I have set the scatter to 16 but I only get 6 bubbles? I guess the next step is to figure out how to add a ring of tiny bubbles around these "hero" bubbles. Quote Link to comment Share on other sites More sharing options...
Popular Post f1480187 Posted March 30, 2016 Popular Post Share Posted March 30, 2016 (edited) There was an error in pop_too_close wrangle. It deleted both intersecting bubbles, not just the smaller one, drastically reducing bubblecount. Normally it should remove only degenerate bubbles almost enclosed by neighbours. It also seems that whole loop can be replaced with a point wrangle. So, it cooks instantly now, retains topology and scales better. Scattering and pscale setup really matters. You need to generate a good foam first, before doing intersections. The current setup should be improved somehow. bubbles2.hipnc Edited March 31, 2016 by f1480187 20 4 Quote Link to comment Share on other sites More sharing options...
dh.falco Posted September 8, 2018 Share Posted September 8, 2018 On 30/3/2016 at 8:41 PM, f1480187 said: There was an error in pop_too_close wrangle. It deleted both intersecting bubbles, not just the smaller one, drastically reducing bubblecount. Normally it should remove only degenerate bubbles almost enclosed by neighbours. It also seems that whole loop can be replaced with a point wrangle. So, it cooks instantly now, retains topology and scales better. Scattering and pscale setup really matters. You need to generate a good foam first, before doing intersections. The current setup should be improved somehow. bubbles2.hipnc How is the material/shader made??? Quote Link to comment Share on other sites More sharing options...
Benyee Posted July 21, 2019 Share Posted July 21, 2019 On 2016/3/31 at 7:41 AM, f1480187 said: There was an error in pop_too_close wrangle. It deleted both intersecting bubbles, not just the smaller one, drastically reducing bubblecount. Normally it should remove only degenerate bubbles almost enclosed by neighbours. It also seems that whole loop can be replaced with a point wrangle. So, it cooks instantly now, retains topology and scales better. Scattering and pscale setup really matters. You need to generate a good foam first, before doing intersections. The current setup should be improved somehow. bubbles2.hipnc Can you share the shader files or give some tutors for other guys,thx. Quote Link to comment Share on other sites More sharing options...
Drughi Posted July 22, 2019 Share Posted July 22, 2019 (edited) you could use this technique. If you want you can also use a clip at the intersections Edited July 22, 2019 by Drughi 1 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted August 6, 2019 Share Posted August 6, 2019 Here is another method resulting in a more organic look: The spheres grow until they touch, using a peak node within a custom solver. organic_sphere_growth.hipnc 4 Quote Link to comment Share on other sites More sharing options...
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