WRHerbert
WRHerbert
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Recent Forum Posts
Velocity Fields to Major Lines Feb. 28, 2015, 2:55 p.m.
I working attempting to create some interesting swirls using velocity fields. So far I've managed to isolate the fields and create some nice starting points, but I'm struggling with the complex next step of converting the flow lines into more general features, hopefully the image below can illustrate a bit.
What I currently have is the red flow lines (you can disregard the white plane behind) and I am hoping to convert them into something similar to the green lines I've drawn.
Thanks a lot!
What I currently have is the red flow lines (you can disregard the white plane behind) and I am hoping to convert them into something similar to the green lines I've drawn.
Thanks a lot!
.bgeo Sequence and Dynaimcs Feb. 6, 2015, 11:34 a.m.
Another little question from me again!
I have been given a looping sequence of .bgeos with a timeshift that have ‘constant’ topology (which I have to use) that results in a walk cycle and I wanted to make the person crumble while they walk (for example from the head downwards).
I've managed to make the Voronoi Fracture constant across the moving .bgeos but the issue is that because it's a .bgeo sequence the dynamics are applied to each .bgeo each frame so it doesn't actually collapse, it just turns into a half-crumbled floating mess.
I was thinking that I would need group the fracture pieces that I wanted to be affected by dynamics (probably determined by a bounding box that grows from his head downwards) and keep them in the scene somehow and only import pieces from the following .bgeo that have not yet been affected by dynamics. Maybe something to do with a Solver node?
I hope this makes sense, thanks again for everyone's help!
I have been given a looping sequence of .bgeos with a timeshift that have ‘constant’ topology (which I have to use) that results in a walk cycle and I wanted to make the person crumble while they walk (for example from the head downwards).
I've managed to make the Voronoi Fracture constant across the moving .bgeos but the issue is that because it's a .bgeo sequence the dynamics are applied to each .bgeo each frame so it doesn't actually collapse, it just turns into a half-crumbled floating mess.
I was thinking that I would need group the fracture pieces that I wanted to be affected by dynamics (probably determined by a bounding box that grows from his head downwards) and keep them in the scene somehow and only import pieces from the following .bgeo that have not yet been affected by dynamics. Maybe something to do with a Solver node?
I hope this makes sense, thanks again for everyone's help!
Imitating Disney Aesthetics? Feb. 6, 2015, 10 a.m.
Thanks for the responses guys, I've managed to achieve something similar to glassman3d, which is my most successful so far. I was thinking that I could try using sprites that rotated/scaled depending that were then overlaid my original shading could work to give the impression of swirls.
Not an easy task at all!
Not an easy task at all!