So with this setup its possible to create condensation like sims for example, but as a true fluid sim (still WIP). In the preview when a particle's drop gains the enough volume, it activates the dynamic emission and soft trigger an influence force that makes the drop raise and create the tendril's emission dynamically. This time I have developed a dynamic surface emission system to reinforce tendril emission over any surface, no matter if its deformed or transformed You can control the tendril emission reinforcement withing a time or frame range, number of particles, initial velocity, etc. This another video about small scale sims using FLIP/PIC method for dynamic simulations. Tags: alejandro echeverry, bogota, colombia, houdini, reel and pazuzu I had the great opportunity to work remotely for Storm Studios as a Houdini FX TD for two Cadbury Gems comercials. Shaded with Pyro (the colorization is based on the shadow color parameter). (02:41) Custom Forces For Morph Effects | Volumes WIPĪ test to drive the smoke (or pyro sim) into a volumetric representation of an arbitrary shape with custom forces.Īlso the main forces are properly weighted with the main velocity field (to preserve the default flow of the solver) And finally the main forces are controlled by a ramp relative to the distance from the goal shape.ġ) Gradient force (calculated with a volume representation of the object ).Ģ) Tangent force (derived from surface tangents) The spider animation was defined between POP's and CHOP's Then thanks to the instancepoint() function, all the animation attributes per agent point can affect the spider rig properly.įor the terrain effect, an SDF representation was used to keep the agents over the terrain surface (a much better alternative to the ray sop).įinally the displacement of the agents over the terrain is fully editable with the painting of attributes over the terrain. This is a test that I have made to learn the basics of instancing in houdini. Custom multi-source setup for multiple micro-explotions. Custom rest field solver inside up-rez solver, to have correct rest, rest2 fields and interpolation values for up-rez turbulence and pyrofx2.0 shader. Time warp controls with up-rez solver (Linear Blend). (02:24) Multi-Source Explotion | Volumes WIP This test uses a custom temperature and divergence fields for the rolling effect, also custom vorticles help to gain more detail.ĭescription of a method to drive smoke and fire sims across a custom path. (01:27) Procedural Impact Based Source | Destruction WIPĭescription of a method to source based on impacts from a RBD sim. (00:50) Stereo Primitives | Stereoscopic WIPĪ fluid simulation test to explore Morphing, Particle Timewarping Techniques and stereoscopy.ĭone with CHOPs to experiment a different approach to transfom objects with a bunch of attributes. The box have a temperature attribute that modified the properties of the fluid when collide with it, then a cooling factor return the fluid to his initial state. (00:43) Procedural Control Of SPH Coefficients | Viscosity WIP (00:36) Object Sticky Property For SPH | Fluids WIPĪ custom asset to give an object the property to stick a SPH fluid to the surface It can be controlled via hand painted (texture map), procedural texture or user defined attribute. In this test, I want to explore the workflow to do small scale sims with FLIP and a custom CHOP based emitter. Shading and rendering by Richard McDaniel. A viewport preview of a high viscosity sim that uses a custom HDA emitter that I have developed to have control of every aspect (rate, velocity, scale, xform, etc) of the emission stage.Īlso the HDA emitter defines uvs based on poind id (u) and distance from the centroid of the shape (v), to have correct texture coordinates across the fluid.įinally a very simple setup with a gas linear combination microsolver to control the rate of change of the viscosity attribute over time.
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