dyei nightmare Posted September 21, 2020 Share Posted September 21, 2020 13 hours ago, Librarian said: @dyei nightmare i did some research on Flocky MOcky . HAve Fun //variable set v@v = (nrandom() - 0.5) * 2;//chv("InitVelocity"); float extent = 1; v@v += normalize(@P);//normalize(fit01(rand(@ptnum), {1,1,1} * -extent, {1,1,1} * extent)); v@accel = {0,0,0}; v@N = normalize(v@v); v@up = {0,1,0}; f@mass = 1; i@id = @ptnum; f@CohesionRadius = chf("CohesionRadius"); f@CohesionSpeed = chf("CohesionSpeed"); f@AlignmentRadius = chf("AlignmentRadius"); f@AlignmentWeight = chf("AlignmentWeight"); //Solver Set -------------------------- //integr @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = {0,0,0}; -------------------------- //cohesion @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = (random(@ptnum)-10.5) * 0.3;//{0,0,0}; int Neighbours[] = nearpoints(0, @P, @CohesionRadius); int NeighboursCount = len(Neighbours); vector AvgPos = {0,4,0.5}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); AvgPos += pos; } } AvgPos /= NeighboursCount; v@accel += normalize(AvgPos - @P) * @CohesionSpeed; ----------------------------------------------------------- //Align int Neighbours[] = nearpoints(0, @P, @AlignmentRadius); int NeighboursCount = len(Neighbours); vector AvgVel = {0,1,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector vel; getattribute(@OpInput1, vel, "point", "v", i, 0); AvgVel += vel; } } AvgVel /= NeighboursCount; v@accel += (AvgVel - @v) * @AlignmentWeight; -------------------------------------------------------------------- //Separation float SeparationRadius = @CohesionRadius * chf("speed"); int Neighbours[] = nearpoints(0, @P, SeparationRadius); int NeighboursCount = len(Neighbours); vector DirectionToNeighbour = {0,0,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); DirectionToNeighbour += normalize(@P - pos); } } DirectionToNeighbour *= 1.0 / SeparationRadius; v@accel += DirectionToNeighbour; ------------------------------------------------------------------ tips -- animate only speed with constant you can Combine with files from jhorikawa Dude.. for the momment working on predator and Ants (sim) coooooooooooooooooooooooooooooooooooooooooooool!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 21, 2020 Author Share Posted September 21, 2020 Learning more About particles thank you for Help @Alain2131.... I like this...muchos Controlos and open file for improvement . SrleParticles.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 16, 2020 Author Share Posted October 16, 2020 Structure (based only on stereo-graphic_projection_inversion and Dirichlet problem) , every frame its different Model ..NO Vops no text .. Codes and How? its in this Topic .next to do its somehow connect diff assemblies and materials(attachments) .Fun. now I can make with Better PC. Quote Link to comment Share on other sites More sharing options...
vinyvince Posted October 16, 2020 Share Posted October 16, 2020 Are you already starting to design your own coffn? Stereo-graphic_projection_inversion and Dirichlet problem , Humm.....? I haven t met these guys before but i like your poetry 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 28, 2020 Author Share Posted October 28, 2020 Strange Shading with illum and Math snippets ..learning Having Fun MATHVOPTOON.hiplc 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted October 28, 2020 Share Posted October 28, 2020 You make me feel nostalgic about hunting for seashell on the beach Here some from my own ocean ________________________________________________________________ Vincent Thomas (VFX and Art since 1998, Avaiable mid Early Mid november 2020) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted October 28, 2020 Share Posted October 28, 2020 On 16/10/2020 at 3:52 PM, Librarian said: Structure (based only on stereo-graphic_projection_inversion and Dirichlet problem) , every frame its different Model ..NO Vops no text .. Codes and How? its in this Topic .next to do its somehow connect diff assemblies and materials(attachments) .Fun. now I can make with Better PC. The form in gray is interesting from the top view at least. Is is a kind of gyroid formula on a volume Tesan or some more obscure sauce? Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 28, 2020 Author Share Posted October 28, 2020 @vinyvince Where its Files ... Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 28, 2020 Author Share Posted October 28, 2020 1 minute ago, vinyvince said: The form in gray is interesting from the top view at least. Is is a kind of gyroid formula on a volume Tesan or some more obscure sauce? Formula You have here that Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 8, 2020 Author Share Posted November 8, 2020 2 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted November 11, 2020 Share Posted November 11, 2020 2 Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Author Share Posted November 12, 2020 @vinyvince what is This? Quote Link to comment Share on other sites More sharing options...
vinyvince Posted November 12, 2020 Share Posted November 12, 2020 (edited) One of this species from my Houdini cabinet of curiosity like this other fat guy below Trying to do now a complex roots system like the second pic bellow, starting for an input ground and flowing inside a shape using Pop . So far my pop Grain dop solver setup doesn't seem to work as expected with thick objet going on top of others. Like the ref photo here I try not using not shortest path, connect adj pts or slime and other solver, i don't think they will give that result ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Edited November 12, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Author Share Posted November 12, 2020 (edited) Ok nice @vinyvince Last Picture You Can make With L system And Metaballs and In The Future Please Post The Files Of Your Experiment ...This Topic I made For That Exclusive for Sharing Tips and Files You Have on Solvers Here on Topic Directions and Normals Page 5 0r 4: 5min Bio ODforce.hiplc Edited November 12, 2020 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted November 12, 2020 Share Posted November 12, 2020 (edited) Yes, metaballs are handy if you shake it a little bit.. thanks i have seen that hip already before from someone else Edited November 12, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Author Share Posted November 12, 2020 You must Shake A little bit, After that You feel Good Quote Link to comment Share on other sites More sharing options...
vinyvince Posted November 12, 2020 Share Posted November 12, 2020 Yep, that's what i do Tesan! You could orient metaball along the curv tangent but i wished Sidefx has implementes Metaballs Tubes prim , like it was the case 10 years with 3dsmax or Zbrush zsphere.. With procedural workflow and the search for condition of "happy accident", i found then more usefull than in the past haha, It's not only usefull for shaping forms but also for building and deforming *Muscles* @old school Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Author Share Posted November 12, 2020 (edited) Just Have Fun You can Build Anything By @LucaScheller https://vimeo.com/178567921 Houdini_Vex_MetaBall01.hipnc Edited November 12, 2020 by Librarian Quote Link to comment Share on other sites More sharing options...
vinyvince Posted November 12, 2020 Share Posted November 12, 2020 (edited) With curves you could find the goodold foreeach and raysop usefull too to avoid collision. No grain and pop like i want, but... like the example here from Magnus . Detangle could also help... Im trying now to drive my dop pop network with velocity and path generated from shortest path and hidden colllsion geo... look promising Thanks for pointing me to this video. I was actually thinking of the idea to reverse the engineering of the "metaball" when i wrote my previous message, but im a little bit of of produciton rush for my client, for weeks now, it will wait but its interesting. foreach_ray_example4.hipnc Edited November 12, 2020 by vinyvince Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Author Share Posted November 12, 2020 Njaaa Some Stuf From Tibet Productions (Imaginary Studio) 1 Quote Link to comment Share on other sites More sharing options...
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