Michael1 Posted June 19, 2009 Share Posted June 19, 2009 Hello, I'm working on an aggregation system at the moment and would really like some feedback and any ideas you have. The idea is to create a system capable of replicating frost formation on surfaces such as windows etc. Then depending on how things are going it could be adapted to how rust or dirt spreads on metal. So the basic setup is as follows: I'm starting with just a basic grid and have a point in the center emitting particles: These particle can then collide with walls that have been extruded around the edge of this grid and stick: The aggregation process continues creating patterns of particles as follows: Quote Link to comment Share on other sites More sharing options...
Michael1 Posted June 19, 2009 Author Share Posted June 19, 2009 Using metaballs I create a surface onto these points: Small metaballs, all the same size: Varying the size based on $LIFE: Close up: Larger metaballs, almost like snow: Quote Link to comment Share on other sites More sharing options...
Michael1 Posted June 19, 2009 Author Share Posted June 19, 2009 I'm trying to make it into a tool so it can work on multiple surfaces, giving the user availible parameters to play with. Also I thought about feeding the points down to the shader so instead of creating new geometry the aggregation only affects the shader on the grid itself. Quote Link to comment Share on other sites More sharing options...
MrGAG Posted June 19, 2009 Share Posted June 19, 2009 it seems really cool I can't wait to see more of it Quote Link to comment Share on other sites More sharing options...
michael Posted June 19, 2009 Share Posted June 19, 2009 very cool... not sure about the usefulness of having to make a physical edge to collide with... what about a painted attribute... looking forward to seeing more... Quote Link to comment Share on other sites More sharing options...
furtap Posted June 19, 2009 Share Posted June 19, 2009 (edited) Yeah I agree with the painted attribute instead of real geometry, it would make it easier to setup up a system. Keep up the good work! Edited June 19, 2009 by furtap Quote Link to comment Share on other sites More sharing options...
Michael1 Posted June 30, 2009 Author Share Posted June 30, 2009 Hello, I have made some progesss with it. I listened to what people suggested and have got it colliding with textures instead of geometry. I'm having some problems regulating the growth, I'd like it so people could choose areas that grow faster or slower. At the moment I'm doing this by giving the particles a probability of aggregating, so in some areas they're much more likely to stick than in others. This again is done with textures, so you can paint on high or low probability regions. However this makes it much slower as many of the particles will now fail, but I can't think of another way of doing it. Any suggestions? Also as well as making geometry as shown in the previous pictures I'd like to be able to use the points to drive the shaders - i.e. where the particles are present a different texture is used from where there are no particles. I'm very new to shaders in houdini so if anyone could explain how to use particles to drive a shader I would be very grateful. Thanks Quote Link to comment Share on other sites More sharing options...
Michael1 Posted July 11, 2009 Author Share Posted July 11, 2009 (edited) A little bit of an update: I changed my system a little bit and concentrated on only having one growth point rather that it growing from every where. This gave me points like this: Which I then joined together: After some resampling I've tried attaching geometry to it: This is very early attempts so far, but if anyone has some advice on getting that pointy appearance for the ice/frost as I think I'm struggling to achieve it. Edited July 11, 2009 by Michael1 Quote Link to comment Share on other sites More sharing options...
Michael1 Posted July 11, 2009 Author Share Posted July 11, 2009 Using polywire: Growing over a tube shape and adding some (very basic) leaves: Any feedback as always is much appreciated. Cheers Quote Link to comment Share on other sites More sharing options...
Michael1 Posted July 24, 2009 Author Share Posted July 24, 2009 (edited) A little update, I have it working on all 3D models. Vines vine_growth_v003.mov Veins veins_v003.mov Cheers Edited July 24, 2009 by Michael1 Quote Link to comment Share on other sites More sharing options...
Michael1 Posted July 26, 2009 Author Share Posted July 26, 2009 Perhaps I should say that the vines are actually creating new geometry whereas the veins are being sent down to shader level. The veins render is pretty dark there but hopefully you get the idea. Quote Link to comment Share on other sites More sharing options...
Magnus Pettersson Posted July 26, 2009 Share Posted July 26, 2009 looking very cool, good work so far! Maybe one idea that could look nice is to see some twisting motion in the growth upwards like its finding its way up "capturing" the guy =) Quote Link to comment Share on other sites More sharing options...
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