miccetro Posted June 21, 2016 Share Posted June 21, 2016 Hi everyone, I've been trying to create a water drop system similar to the link below. I've uploaded a file to show my very little progress. I need to be pointed in the right direction. Help please! https://vimeo.com/40954039 waterDroplets_on_bottle_test_01.hip Quote Link to comment Share on other sites More sharing options...
mattak Posted June 24, 2016 Share Posted June 24, 2016 Try this thread: Quote Link to comment Share on other sites More sharing options...
miccetro Posted June 29, 2016 Author Share Posted June 29, 2016 @petz or anybody really lol I need to figure out a way to do something similar to the effects in the video between times 4:22 - 6:05 .I'd be grateful for any tips, files, advice anything. @mattakThanks for the link, it has some nice setups but I want to have control over the flowing droplets and so forth. Thanks for for replies and all future help. https://vimeo.com/40954039 Quote Link to comment Share on other sites More sharing options...
petz Posted June 30, 2016 Share Posted June 30, 2016 On 29.6.2016 at 2:55 AM, miccetro said: @petz or anybody really lol I need to figure out a way to do something similar to the effects in the video between times 4:22 - 6:05 .I'd be grateful for any tips, files, advice anything. @mattakThanks for the link, it has some nice setups but I want to have control over the flowing droplets and so forth. Thanks for for replies and all future help. https://vimeo.com/40954039 could you be a bit more specific about the problem, as i´m always willing to help but rather don´t like the idea of providing scene files with the full implementation for an effect like this. it might be best if you just upload what you have done so far, so people can take a look at it. if you try to tackle one problem after the other and ask for help, i´m sure people here in this forum will help you. petz Quote Link to comment Share on other sites More sharing options...
miccetro Posted June 30, 2016 Author Share Posted June 30, 2016 Hello @petz, what I want to do is figure out a way to make the flowing water droplet points (in scene file) attract the more static droplet points once it passes close to them and those static points now start to flow too. Thanks in advance.☺ waterDroplets_on_bottle_test_01.hip Quote Link to comment Share on other sites More sharing options...
petz Posted July 2, 2016 Share Posted July 2, 2016 take a look at the attached file. it´s just one way how you could do it but might give you some ideas ... hth. petz droplets.hipnc 6 Quote Link to comment Share on other sites More sharing options...
miccetro Posted July 3, 2016 Author Share Posted July 3, 2016 @petz awesome. I came up with sort of a solution but your file was more elegant. Plus I learned some new vex stuff. Thanks. Heres a link to my experiment b4 I got your file. waterDroplets_on_bottle_test_05.hip 1 Quote Link to comment Share on other sites More sharing options...
nestyin Posted November 23, 2018 Share Posted November 23, 2018 (edited) On 7/3/2016 at 5:07 AM, petz said: take a look at the attached file. it´s just one way how you could do it but might give you some ideas ... hth. petz droplets.hipnc Hi @petz! Was studying your droplet file, it looks awesome =) Still pretty new to Houdini, may I ask you a few qns? 1) im not familiar with chopnet, may I know what is the chopnet in here doing? 2) In the solver, in the wrangle - a ) (float pscale = primuv(@OpInput2, "pscale", prim, prim_uv);) - why do you used primuv to find the pscale? b ) (float dist_temp = (@pscale + pscale) * 0.6;) - what is a dist_temp, why do you + both the pscale together? c ) (if(dist <= dist_temp && prim_uv.x > 0.8)) - why do you need the "prim_uv.x" portion? Thank you for your time! Edited November 23, 2018 by nestyin accidently uploaded when i wasnt done with typing Quote Link to comment Share on other sites More sharing options...
petz Posted November 27, 2018 Share Posted November 27, 2018 1) the chopnet is used to procedurally adjust the “flowing” speed of the animated point (droplet). on flatter areas it simply gets slowed down. 2a) the curve (following the animated point) uses pscale as an attribute for fading out the size of droplets towards the tail of the curve. 2b) it’s used to delete all points which distance to the curve is above a given threshold 2c) xyzdist() returns the closest position on the prim in parametric coordinates (primuv). in our case it’s a curve and so it returns just one useful value which is u. in other words, it’s the position along the curve. hth. petz 1 1 Quote Link to comment Share on other sites More sharing options...
nestyin Posted November 28, 2018 Share Posted November 28, 2018 @petz Cool! Understanding it slightly better, but still getting use to vex! Thankyou very much for replying! =) Quote Link to comment Share on other sites More sharing options...
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