Popular Post eetu Posted May 6, 2014 Author Popular Post Share Posted May 6, 2014 (edited) I wanted to try a melting setup too. This one has a twist, it has a pyro blowtorch doing the melting. https://www.dropbox.com/s/gxq6luymr3chhq9/pyromelt.mov?dl=0 Both sims are running lockstep in one dopnet, with the flip sim fetching the temperature field from the pyro sim. The flip particles have an additional temperature attribute, which gets added by the pyro temp field and then dissipates slowly. This temperature attribute is mapped to viscosity, this way the wax first melts and then gradually hardens again. I also use the temperature attribute to modulate a couple of the shader parameters to get a more "wet" melted look. edit: Oh, and the different parts have different heat response, the outer ridges and the top do not melt as easily as the middle. pyromelt_v016.hip pyromelt_ogl.mov Edited November 29, 2020 by eetu 12 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 6, 2014 Share Posted May 6, 2014 (edited) yep....still a wizard. Awesome scene. Edit: it makes a lot of sense, but I got two questions. First, what do you need the gas surface tension for? And secondly, I see that for the wax material, the scattering is disabled, yet you are multiplying your temperature at shader level by sss attenuation...what´s going on there? Edited May 6, 2014 by Netvudu Quote Link to comment Share on other sites More sharing options...
Skybar Posted May 6, 2014 Share Posted May 6, 2014 Cool, almost the same setup I did for mine. Gj Quote Link to comment Share on other sites More sharing options...
tomwyn Posted May 6, 2014 Share Posted May 6, 2014 Amazing stuff.... Very inspirational! Quote Link to comment Share on other sites More sharing options...
eetu Posted May 6, 2014 Author Share Posted May 6, 2014 I got two questions. First, what do you need the gas surface tension for? And secondly, I see that for the wax material, the scattering is disabled, yet you are multiplying your temperature at shader level by sss attenuation...what´s going on there? I wanted the molten wax to flow freely but not splash around - I thought surface tension would work better than viscosity for that. I was using sss for the surface mesh at first, but then switched to using the interior volume approach. That binding is just an obsolete leftover from that. Quote Link to comment Share on other sites More sharing options...
pelos Posted May 7, 2014 Share Posted May 7, 2014 very impressive, thanks for the hip files they are great examples. Quote Link to comment Share on other sites More sharing options...
abvfx Posted May 8, 2014 Share Posted May 8, 2014 Great work, the last few entries have especially been excellent . Quote Link to comment Share on other sites More sharing options...
eetu Posted May 12, 2014 Author Share Posted May 12, 2014 (edited) Just consolidating some smaller old things here this time: - a pyro sim affecting a flip sim - a simple pbr diffraction shader - and.. a braid ee_braid_v003.hip ee_pbr_dispersion2.hip ee_pyroflip.hip Edited May 12, 2014 by eetu Quote Link to comment Share on other sites More sharing options...
eetu Posted May 16, 2014 Author Share Posted May 16, 2014 (edited) I got inspired by the quaddel stuff and ended up with 100% more cancer: (mov here) First I got a more sensible result, but after I added curl to the displace direction all these small hairy squigglies burst out. Scary stuff The process: - measure curvature - displace high-curvature areas in normal direction, mix in some curl noise. - check sdf for self-intersection - remesh - repeat. I will keep on screwing around, I'll share the hip when I'm done Edited November 29, 2020 by eetu 8 Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 16, 2014 Share Posted May 16, 2014 scary, but looks great Quote Link to comment Share on other sites More sharing options...
slamfunk Posted May 16, 2014 Share Posted May 16, 2014 awesome! that quaddel growth process link you shared was nothing short of inspiring for sure!! please keep us posted on updates Quote Link to comment Share on other sites More sharing options...
eetu Posted May 19, 2014 Author Share Posted May 19, 2014 A couple more renders and a turntable: cancer_turntable.mov 5 Quote Link to comment Share on other sites More sharing options...
JaydenDP Posted May 21, 2014 Share Posted May 21, 2014 Thats horrible! 1 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 21, 2014 Share Posted May 21, 2014 Yes. It´s horrible in a good way Quote Link to comment Share on other sites More sharing options...
slamfunk Posted May 21, 2014 Share Posted May 21, 2014 disgusting Quote Link to comment Share on other sites More sharing options...
eetu Posted May 28, 2014 Author Share Posted May 28, 2014 (edited) And now for something serious: The Egg Equations. I once needed an egg for a project, and being a dutiful Houdnik I naturally started by googling for an egg equation. Luckily, I found a set of those from Japanese mathematician Tadao Itau, and promptly recreated a parametric egg in Houdini. egg_equation5.hip Edited May 28, 2014 by eetu 4 Quote Link to comment Share on other sites More sharing options...
Matt_K Posted May 29, 2014 Share Posted May 29, 2014 Thanks Eetu! Really enjoying following your work and looking at your hip files! Matt. Quote Link to comment Share on other sites More sharing options...
ntkirby Posted July 21, 2014 Share Posted July 21, 2014 eetu, For your flip stickiness, do you have a solution for when the viscosity is turned up above 0? Quote Link to comment Share on other sites More sharing options...
dgoubitz Posted July 30, 2014 Share Posted July 30, 2014 eetu, For your flip stickiness, do you have a solution for when the viscosity is turned up above 0? I had the same issue, you can remove the collision field in the Gas Viscosity node inside the flipsolver. Quote Link to comment Share on other sites More sharing options...
eetu Posted July 31, 2014 Author Share Posted July 31, 2014 (edited) From the archives: cellular automata. For an acquired taste It's been over a year since I did these, so I can't remember everything. I had just read "A New Kind of Science" by Stephen Wolfram, and wanted to replicate things in Houdini. First I did the "basic system", a binary 2d cellular automaton with successive generations stacked on top of each other, with the initial condition on top and time going down. Here are a couple of stills and an animation of all the basic rules #1 - #512. Most of them are quite boring.. After that I experimented with continuous cellular automata, here the cell values are floating point, and instead of counting active neighbours, the combined value of neighbours is remapped to get the next generation value for this cell. The visual setup is the same, except I feed existing volume data to the successive generations for added visual interest. These are a bit more boring, but they are at least a little bit controllable and can work in combination with other data, so maybe, just maybe could be useful somewhere (I won't hold my breath..) Attached are two scenes and corresponding python HDAs. ee_2d_ca.otl ee_2d_cca.otl vol_2d_ca_v003.hip vol_2d_cca_v006.hip Edited December 9, 2020 by eetu 4 Quote Link to comment Share on other sites More sharing options...
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