Jump to content

Procedural Desintegration [Tutorial]


k2p8

Recommended Posts

Hi all :)

I am posting a simple procedural desintegration that is very fun to build, as always, with quaternions and vex. 
Vex is annoted, Hope you will like it.

There is a line in vex where i remap a random quaternion [0, 1] to [-0.7, 0.7]. It roughly removes the random overlapped orientations. If you disable it you can see that orientations are a bit biased because of the 0 - 1 range.
 

Update : Now with RBDs :D
 

lego_desintegration_RBD_001.hiplc

 

preview.JPG

Edited by k2p8
  • Like 7
Link to comment
Share on other sites

@k2p8  Merci Matt, that's a cool one

I like it even better with the this minor addition in your wrangle to not only sample one central point

int pclose = nearpoint(1,@P);
vector pos = point(1, 'P', pclose);
float radius = chf('sphere_radius');

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

 

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...