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Flat "2D Drawn" Sound Wave Effect


node-toad

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Hey everyone,

Houdini newb, here.  I am after a very specific effect and I'm wondering if anyone could point me in the right direction. I am looking to replicate something like the 2D drawing below but in 3D space.  Where concentric ripple circle "lines" (swept geometry?) emanate from a central point to illustrate soundwaves. Of course, this is something I could replicate in Adobe After Effects, etc., but I'm looking to run some simulations and...if these "lines" could bounce off objects like waves hitting the edges of a tank in a fluid simulation, that would be next level. But I'm getting way ahead of myself. Any ideas on how to procedurally create such a diagram is very welcome. Thanks for the help, everyone. 

soundmusic00zahmuoft-page-46-2.PNG

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@node-toad More info Please... you can Find those animation or simulation here its posted long time ago (similar) Bouncing waves of walls ..I just need reference link and name of that Math (physic) correctly named ..:wub:

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@Librarian Thank you for your offer to help! I am not a math expert so I do not know the exact terminology - but keywords such as 'sound waves', 'acoustic waves', 'reflection', 'refraction', 'reverberation', and 'echo' might be good places to start. I am searching through the archives as well - I haven't found anything yet but I will keep looking. Thank you!

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Posted (edited)

@Librarian Found something very similar to what I am going for here: 

 

Of course, this is flat/2d - and I'd like to make it in 3D in Houdini, but keeping it very similar in style to this visualization 

 

Also here: 

 

Edited by node-toad
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Posted (edited)

@node-toad Here its Link , My ex its Just combination of 5 otl's in that Help folder ..
and SOP solver.

vector cohesion_dir = normalize(@P);
vector cohesion_length = length(@P);

cohesion_length = fit(cohesion_length,9,9.5,0.01,1);

@v += cohesion_length * cohesion_dir *@TimeInc;
//@v += onoise(@P*0.1+0.1*@Time)*vector(0.5*@TimeInc);

int near_pt = pcfind(0,"P",@P,1,2)[1];
vector seperate_dir = normalize(@P-point(0,"P",near_pt));
float seperate_length = distance(@P,point(0,"P",near_pt));

seperate_length = fit(seperate_length,0.005,0.1,2,0);
vector seperate = seperate_dir*seperate_length;
@v +=seperate *@TimeInc;

@v = clamp (length(@v),0.0005,1)*normalize(@v);
vector s =@v *@TimeInc;
vector hit_pos;
vector uv;
vector hit_N;
int prim = intersect(1,@P,s,hit_pos,uv);
           if(prim<0){
           @P += s;
           }else{
           hit_N = prim(1,"N",prim);
           @v = reflect(@v,hit_N);
           @P = hit_pos+@v*(length(s)-distance(@P,hit_pos));
           }
           
           
           
vector noise_v = vector(flownoise(@P*chf("noise_freq"), @TimeInc*.2));
@v  += fit01(noise_v, set(-@max_speed, 0, -@max_speed), set(@max_speed,0,@max_speed));
//@v  += onoise(@P*0.5)*vector(0.5*@TimeInc);
//@v += onoise(@P*0.1+0.1*@Time)*vector(0.5*@TimeInc);
           

here its some accel stuff ,tohave same vel and movement

//@v = set(0,0,10);
//@P += @v*@TimeInc;
//@v = 10*set(0,0,10*rand(@ptnum));
//@P += @v*@TimeInc; 
//@v = 10*set(0,0,0.5+0.5*rand(@ptnum));
@P += @v*@TimeInc; 
vector @accel = {0,0,0};
vector @v = {0,0,5};
@v += @accel*@TimeInc;
@P += @v*@TimeInc;
//vector @accel = {0,0,-1};
/*vector @v = {0,0,10};
@v += @accel*@TimeInc;
if(@v.z < 0){
    @v.z = 0;
}
@P += @v*@TimeInc;
*/

 

fgtt.jpg

fgttfg.jpg

Edited by Librarian
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