Archived post by _white_dog_

Hi 😀 I published Vegetation Solver It is based on “A Coupled Vegetation-Crust Model for Patchy Landscapes” You can simulate dryland vegetation patterns based on HF 👍 reference www.researchgate.net/publication/285883124_A_Coupled_Vegetation-Crust_Model_for_Patchy_Landscapes hip drive.google.com/file/d/1Q0v1wSXfwKb-Dk6YvayL_fWpYuoyZY3R/view?usp=drive_link

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241805/11/24/vegetationcrust.mp4

Archived post by paqwak

Ultra simple coloring setup :O)

However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/GIF_5-10-2024_4-51-29_PM.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/QuickColorHF_8.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/clutRocky.png

Archived post by lewis.taylor.

how bad is your CPU? your file sims in about 5 seconds a frame on my macbook

but, the slowness is down to how you’re essentially replicating the whole wind tunnel in POPs and then feeding that into pyro. Much faster to do what Matt did, just emit density into it and let wind do it’s job.
Couple things in general; * use the top level wind, it’s a simplified one compared to gaswind, so it’s faster (also you plugged gas wind into advection instead of force) * up the clamp level for dissipation from the awful default of 0.005 to something like 0.04, unless you render with density at 0.01 you’d never see those voxels, it’s a terrible default * use the voxel res calc tool I made for that SYD HUG presentation, then you know exactly what res to sim at for the given camera, distance, and render res * if you need uber fine density fidelity look to use the velocity scale multiplier to sim vel at a lower res than density, it will save you a lot of sim time.

Archived post by lewis.taylor.

how bad is your CPU? your file sims in about 5 seconds a frame on my macbook

but, the slowness is down to how you’re essentially replicating the whole wind tunnel in POPs and then feeding that into pyro. Much faster to do what Matt did, just emit density into it and let wind do it’s job.
Couple things in general; * use the top level wind, it’s a simplified one compared to gaswind, so it’s faster (also you plugged gas wind into advection instead of force) * up the clamp level for dissipation from the awful default of 0.005 to something like 0.04, unless you render with density at 0.01 you’d never see those voxels, it’s a terrible default * use the voxel res calc tool I made for that SYD HUG presentation, then you know exactly what res to sim at for the given camera, distance, and render res * if you need uber fine density fidelity look to use the velocity scale multiplier to sim vel at a lower res than density, it will save you a lot of sim time.

Archived post by mestela

played with it some more, getting some nice wake/vorticies happening

could be better, getting a handle on the various controls

using a proper collision sdf and collision v lets you control the eddies better; at the default its a bit too extreme and kicks the wake too wide, this is scaling v down to 0.3

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240904/22/24/Kapture_2024-04-22_at_08.36.43.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240904/22/24/pyro_for_paul_v02.hip

Archived post by mestela

played with it some more, getting some nice wake/vorticies happening

could be better, getting a handle on the various controls

using a proper collision sdf and collision v lets you control the eddies better; at the default its a bit too extreme and kicks the wake too wide, this is scaling v down to 0.3