I'm sure it is something that will develop into something more than that but I thought maybe there might be others like me who perhaps don't have the best time remembering things and 'constantly' are using the help files and google search terms like "Houdini on topic xxxx" quite often either to learn or refresh our memory.
I also read that the more you use chat GPT, the better it gets because it 'remembers' what you had previously asked.
So I though I would try Chat GPT as a learning/search tool, so my first ever question was a random one off the top of my head:
"Write in Houdini vex code a simulation that mimics clouds"
I'm impressed for a first question/answer(it even gave highlighted code snippets); The response was:
Simulating clouds in Houdini can be achieved using a variety of techniques, such as particle-based simulations, volume-based simulations, and more. One way to simulate clouds in Houdini using VEX code is to use a noise function to displace the positions of a set of points. Here's an example of a simple VEX displacement function that can be used to create the appearance of clouds:
vector noise(vector position, float scale, int octaves, float lacunarity, float gain) { vector displacement = {0,0,0}; float amplitude = 1; float frequency = 1; for (int i = 0; i < octaves; i++) { displacement += noise(position*frequency)*amplitude; amplitude *= gain; frequency *= lacunarity; } return displacement*scale; } vector cloud_displacement(vector position) { return noise(position, 3, 4, 2, 0.5); }
You can use this function in a SOP context by creating a simple grid and use the VEX wrangle node to displace the position of the points in grid.
vector pos = v@P; v@P += cloud_displacement(pos);
This is a basic example, it's more common to use more advanced features like volumetrics , and fractal noise. Additionally, you could apply several layers of noise, with different scales and frequencies to create more complex and realistic clouds. This example is also missing the animation control for the clouds over time. To add some animation you can use the time attribute with in the noise function.
vector cloud_displacement(vector position, float time) { return noise(position+time, 3, 4, 2, 0.5); } vector pos = v@P; v@P += cloud_displacement(pos, chf("time"));
You could also use the density attribute of the volumetric grid and use the same noise function for the density, with different parameters to achieve a more realistic look. The possibilities are endless and depend on the desired look and performance you want to achieve with your simulation.