jmquintela Posted September 8, 2016 Share Posted September 8, 2016 (edited) Hello, I need to generate the effect of mold growing ,it's the sequence from minute 1 to 1:13 of the attached video ....I don'tknow that much of houdini for wich kind of techniques should I use to create this or what path could I take.. my main problem is how to generate the softbody colliding behavior of so many shapes that are also transforming themselfs over time and also gets drag by the floor movement... I don't know where to start, wich techniques I should consider to tackle this problem.. of course I might generate a simplier form of this sim with particle systems and state triggers...but it wouldn't generate the deformation. I try also fur sims but I'm a little lost on creating the growing bulging parts...... well any contribution in form of tutorials or any insights into the problem would be much appreciated . Edited September 8, 2016 by jmquintela Quote Link to comment Share on other sites More sharing options...
Sepu Posted September 8, 2016 Share Posted September 8, 2016 There different techniques that you can use to accomplish that, it can be done in SOP, POP, or just write it in VEX. There is a few tutorials that you can watch to learn how to go about doing that and modify them to your liking, check out the guys from https://vimeo.com/entagma Quote Link to comment Share on other sites More sharing options...
jmquintela Posted September 8, 2016 Author Share Posted September 8, 2016 thanks Sepu by the fast response, I already watch Entagma videos , in fact I have them on my disc.. I follow already a bunch of them.. but still all this is not quite the same,...maybe I still don't know how to mix this techniques together... :O. Quote Link to comment Share on other sites More sharing options...
Sepu Posted September 8, 2016 Share Posted September 8, 2016 Hey JM acabo de darme cuenta que eres de Chile! or maybe not? Saludos! if you watch this one and modify the effect your can get there pretty quickly. what do you have so far? Quote Link to comment Share on other sites More sharing options...
jmquintela Posted September 9, 2016 Author Share Posted September 9, 2016 Hola! sepu, sii soy de santiago Chile! jaja, y tu de donde eres ? ... yeaa I've got that Differential line growth working already and the difussion reaction tuts also, amazing techniques... but for this problem I don't know if they apply... I found a space colonization technique to do the floor spreading part, where I grow a tree like network by consuming nearby points. I imagine it's more like a cloth sim,but I still don't visualize how to start.. mostly because I don't know how to control softbodies on hou that much. In houdini I've got like little test of things but nothing very promising, I was playing on xsi ice with a particle system, instancing different models and offseting their time, but the collition part it's killing me... Quote Link to comment Share on other sites More sharing options...
Spyrogif Posted September 9, 2016 Share Posted September 9, 2016 (edited) i think you have to takle this the simple way. I you need this camera angle don't deal with collision you don't need it. Camera Fov, Dof, and good scattering and intelligent normal distribution will do the job for you. Try this way. Make a circle with a wrangler or vopsop add a density value with a turbulence scatter some points add a ripple sop do animate the ground add a point sop plug the scatter in input 1. Add a transform node to the scatter and multiply uniform scale by 1.1 and plug this to input 2. Add $TX2-$TX,$TY2-$TY, $TZ2-$TZ to normal this will will be your template for copy node. now the "plant" make an l-system with very simple rule like premise FA rule1 A=+FA plug this to your copy node Stamp value for generation and angle generation something like fit(rand($Pt),0,1,0,ch("grow")) angle something like sin(($F*2)+$PT)*5 you can add plenty of attribute like width to get meshing like @width=fit(@ptnum,0,@numpt-1,1,0); in a wrangler sop now you have a basic setup to make it more systemic you can accumulate value into the template. You could use point cloud to accumulate value and send this as reference into the copy sop Don't use any kind of collision detection. I you really need it. Just group the first l-system point. DOP wires the object. Add pin constrain call the firsts points group. Simulate get back wire simulation make the mesh after with this. ...but i really think you don't need DOP for this...only sop solver.... Edited September 9, 2016 by Spyrogif Quote Link to comment Share on other sites More sharing options...
jmquintela Posted September 9, 2016 Author Share Posted September 9, 2016 (edited) thank you Spyrogin, I'm implementing that right now, your totally right, the L system and the copy node should do the trick , thank you a lot! Edited September 9, 2016 by jmquintela Quote Link to comment Share on other sites More sharing options...
jmquintela Posted September 12, 2016 Author Share Posted September 12, 2016 (edited) Thank you to all Ok, I undertood my mistakes, thanks! Edited September 25, 2016 by jmquintela redaction and spelling :O Quote Link to comment Share on other sites More sharing options...
jmquintela Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) Mainly what I'm doing and it's working is to create a tool to animate molds with 2 carves, a polywire and and vopsop that let me animate the width over the curve( that I found right in odforce). so I animate two carves with the same expression... with one carve I get the curve, the other gives me the tip point.. this tip point will transfer attributes later for refraction and color changes to the mesh, instead of animating maps and genratin UV I multiply those values at the end. then I pass all this on a bend and bang... Of course all this values are stamp by a copy node to generate N slightly different models from each animation, so I have for each I animation of a mold, I have NxI amount of models to work with. At the end I load this animated models into a state machine based mainly on change by nearness. Edited September 25, 2016 by jmquintela Quote Link to comment Share on other sites More sharing options...
Atom Posted October 18, 2016 Share Posted October 18, 2016 I thought I'd take a crack at trying to create what Spyrogif describes. What I get does not even resemble mold at all. I only got as far as the basic setup. After that I don't understand what to do next. Like what does DOP the wires really mean? ap_spirogif_mold_setup.hipnc Quote Link to comment Share on other sites More sharing options...
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