Roof tiles simulation

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Hello Houdini community.
I am very new to houdini but I have a project that I want to push myself to complete it in Houdini.
I hope to get some useful tips from experienced artists.

The project
I have a building, the roof is covered with roof tiles. I need the roof tiles to:
-fly away from the building
-start circling around it
-transform into a bird and keep circling
-all birds finally converge together and form a big bird

For now I want to focus on the 1st part only.
I created a single tile and grids that cover the roof. I used a Copy Stamp node to distribute the tiles on the roof. That gave me the look I wanted.

Now I want all tiles to fly away. I really want to do it with a POP network because I like all the control you can have over the particles. But after many attempts I start to think this may not be the way to go. I just cannot manage to attach each tile to a particle.

Using the simple Particle node (Behaviour: Modify Source Geometry) did make the tiles fly away from the roof. But I don't feel I have much control over them once they start moving (I am probably wrong).

This is how far I got. How would you approach this?
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On the copy node there is an option to “pack and instance” your roof tiles. Afterwards you can treat them like points.

Check the attachment and make sure to read about:
http://www.sidefx.com/docs/houdini/model/packed.html [www.sidefx.com]
Edited by Konstantin Magnus - 2018年9月25日 11:42:07

Attachments:
packed_prims.hip (72.4 KB)

https://procegen.konstantinmagnus.de/ [procegen.konstantinmagnus.de]
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Thanks for the reply, I appreciate it!
I already have access to the points although I did another way. Yours saves me a bunch of nodes
My question though is if is there a way to make a particle system take over the points and move the roof tiles with it?
I can imagine the motion I want can be done with VEX expressions but that's way too advanced for me.
Cheers!
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Attached a little example setup. As others have said, if you pack your geometry you can treat the tiles as points, which you can then feed directly to a pop sim (on the pop source set the mode to ‘all geometry’ rather than the default ‘scatter on surfaces’).

A better way is to use packed RBD. You still get to treat it as a particle setup, use pop forces like pop wind, pop axis etc, but you also get proper collisions on things, and nice rotation and tumbling of pieces.

-matt

Attachments:
rooftiles.gif (1.4 MB)
rooftiles.hipnc (301.1 KB)

http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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That's brilliant. Thanks a lot, Matt! I appreciate the file you shared. It was very easy to follow even for a beginner like me.
I guess I didn't understand Konstantin's post correctly, sorry about that.
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