voxelfox Posted November 12, 2020 Share Posted November 12, 2020 (edited) Hello and welcome to this post. Synopsis: In nature, we see a phenomenon called tropism (the way a leaf orients itself towards the sun). I need help building a rig that will simulate this effect. These are the objectives: Create a source object acting as the reference point for tropism Get the leaf to orient itself in relation to the source Additional challenge: It would be ideal to shade the front and back face of the leaf with a different texture. What is a neat VOP setup which would simulate this? Here is a basic HIP file to begin messing around with. leafShading_Orient.hipnc Edited November 12, 2020 by voxelfox Fixed spelling and added image Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 12, 2020 Share Posted November 12, 2020 (edited) Maybe It Helps And Consider Using L-stem For those Stuff they already have Build inside(vectors,directions) Tropism https://www.houdinikitchen.net/2019/12/23/l-systems-node/ https://www.toadstorm.com/blog/?p=230 https://handlespixels.wordpress.com/2019/01/24/texturing-in-houdini/ 2Material.hiplc Edited November 12, 2020 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted November 12, 2020 Share Posted November 12, 2020 Hi Michael, to orient the leaves set the normals to the cross product of the curve's tangents and the direction towards the sun. Set the up vector to the curves tangents, as well. For shading front and back sides just set a switch after a is front face-node. leaves.hipnc 2 1 Quote Link to comment Share on other sites More sharing options...
voxelfox Posted November 12, 2020 Author Share Posted November 12, 2020 (edited) Hello all, Thank you for the responsive feedback. Konstantin, I like your thinking. I'll take a look at implementing your techniques into the rig. You also present a good point for using the is front-face VOP. Tesan, This is a splendid collection of resources thanks for digging around. I have built a full L-System this setup is a mock to simulate the principle features. Any other feedback is welcome, this post could be useful for someone in the future. All the best, Michael Edited November 12, 2020 by voxelfox Spelling and comment 1 Quote Link to comment Share on other sites More sharing options...
k2p8 Posted November 12, 2020 Share Posted November 12, 2020 if you are a fan of quaternions and matrices you can do a spherical interpolation (slerp) of 2 quaternions which represent the local orient of the leaf and the global orientation to the sun orient_leaf.hiplc 3 1 Quote Link to comment Share on other sites More sharing options...
voxelfox Posted November 13, 2020 Author Share Posted November 13, 2020 @k2p8 Hello Matt, This is a phenomenal piece of work that you have whipped together. I can see value in taking time to study the processess documented in your scene. Could you offer some advice for one who would be looking to learn quaternion based orientaions? Any tips such as: resorces study methods application in a Houdini context Thank you again for sharing your skills with others. Quote Link to comment Share on other sites More sharing options...
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