caskal Posted January 29, 2020 Share Posted January 29, 2020 (edited) Hey magicians, I'm trying to figure out the best approach to make something like this, idea is having some lines that came from back and try to catch the airplane flowing around it with a nice flowy motion: So far I tried having some pop emitter at the back, and using attractor / collider to get the particles flow in that direction, with no luck. I also did some manual curves to use with curveforce but i'm trying to make it more procedural, avoiding manual curves. I also played a bit with find shortest path, wich is the closest, but wanted to make something in pops to get more flowy movement. Here are some frames of what I get with shortest path: Any thoughts or ideas will be super helpful, feeling stuck here. Thanks! Edited February 3, 2020 by caskal Quote Link to comment Share on other sites More sharing options...
maiden666 Posted January 29, 2020 Share Posted January 29, 2020 try to convert airplane to VDB and use Curl Noise with VDB input in the POP VOP 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 30, 2020 Share Posted January 30, 2020 Ola ! You have more experience in production so, just play with trigonometry, than find points and make trails. I think it helps .. particlesOdfr.hipnc 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted January 30, 2020 Share Posted January 30, 2020 10 On 1/29/2020 at 1:19 AM, caskal said: Hey magicians, I'm trying to figure out the best approach to make something like this, idea is having some lines that came from back and try to catch the airplane flowing around it with a nice flowy motion: So far I tried having some pop emitter at the back, and using attractor / collider to get the particles flow in that direction, with no luck. I also did some manual curves to use with curveforce but i'm trying to make it more procedural, avoiding manual curves. I also played a bit with find shortest path, wich is the closest, but wanted to make something in pops to get more flowy movement. Here are some frames of what I get with shortest path: Any thoughts or ideas will be super helpful, feeling stuck here. Thanks! Can you not combine shortest path an Pop, feed your pop with the the first ones and play with that? Not my speciality, just a thought... Quote Link to comment Share on other sites More sharing options...
vinyvince Posted January 30, 2020 Share Posted January 30, 2020 Sometimes we getting a little blind by the all proceural approach. there is nothing wrong for art control and speed reason, just a bunch on draw curves as input for your simulation Quote Link to comment Share on other sites More sharing options...
caskal Posted January 30, 2020 Author Share Posted January 30, 2020 Hey guys, Thanks for the tips! @Librarian what version of houdini are you using? im on 17.5 and the pop network reads like a merge node (so cant see the anim), any thoughts? @vinyvince indeed! that was the plan B if I can get there, so draving some curves will be the best option for art directing, thanks! Cheers Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 30, 2020 Share Posted January 30, 2020 16.5 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted January 30, 2020 Share Posted January 30, 2020 (edited) Here is a quick hack with Librarian's plane dropped into Farmfield's wind tunnel. ap_ff_POP_wind_tunnel_effect_013020.hiplc Edited January 30, 2020 by Atom 3 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted January 30, 2020 Share Posted January 30, 2020 (edited) Another attempt. Once a particle comes in contact with the collision surface, it uses a volume sample to fetch the direction to push @P. float vs = volumesample(1,0,@P); if (vs<0){ // Yes we have collided. vector vg = volumegradient(1,0,@P); @P+=vg*0.01; i@group_collided = 1; } ap_pops_avoid_sort_of_013020.hiplc Edited January 30, 2020 by Atom 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted January 30, 2020 Share Posted January 30, 2020 And there was that swirly head tutorial, a few years back... ap_swirl_lines_around_airplane_013020.hiplc 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted January 31, 2020 Author Share Posted January 31, 2020 Hey @Librarian no worries, thanks for the help! @Atom these look great! will analize your hips now, thanks a lot for all the info! Cheers Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted January 31, 2020 Share Posted January 31, 2020 I have the tool you need, my problem is how and where to share this kinds of things. Not that eager to just drop the hda in a place where i have no controll over it. Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 31, 2020 Share Posted January 31, 2020 @ThomasPara jooooj just share your candy Quote Link to comment Share on other sites More sharing options...
kleer001 Posted January 31, 2020 Share Posted January 31, 2020 22 minutes ago, ThomasPara said: Not that eager to just drop the hda in a place where i have no controll over it. Control is an illusion. Unless of course you created this tool for a client. Then, technically, it's not yours. Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted February 1, 2020 Share Posted February 1, 2020 Its more in how people use the tool, since its werry complex and maybe not that intuitive i want the ability to update the tool. I also want to present it in a way that people can see how its used. When it comes to the code, i offcourse loose all control, unless its a blackbox, but thats kinda unfair. But i have made an example using pops that can be further built on, and that have the same core principals. popcurves_01.hiplc 6 Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 1, 2020 Share Posted February 1, 2020 Thanx for your time and knowledge. 1 Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted February 1, 2020 Share Posted February 1, 2020 My knowledge comes from other people sharing their knowledge. And odforce is a place where i have gained alot of knowledge, and i hope people will continue to share their stuff so i can learn more. 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted February 1, 2020 Share Posted February 1, 2020 Exactly @ThomasPara Quote Link to comment Share on other sites More sharing options...
Atom Posted February 1, 2020 Share Posted February 1, 2020 Still playing around with this. A volume sample multiplied by volume gradient push points along the surface, assisted by wind. I'm not sure how to detect the occasional "escaping" particle and terminate, however. ap_pop_conform_to_surface_with_wind_020120.hiplc Quote Link to comment Share on other sites More sharing options...
Atom Posted February 1, 2020 Share Posted February 1, 2020 Even more experiments. this file contains three different approaches. ap_tut_lines_over_surface.hiplc 2 1 Quote Link to comment Share on other sites More sharing options...
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