Archived post by jake rice

I’ll make a video about it this weekend but since yall are in the cool kids club, here’s the project file in it’s current form 😮 This project file will build the skeleton of the input geo, the only requirement is that the user selects an edge group with the “surface distance” falloff type is selected on the soft selection, and the soft radius covers the mesh in its entirety.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/JR_SkeletonFinder_Spooky.hip

Archived post by JeffLMnT

To quote @TOADSTORM you can punch tiny holes in the velocity field along the pressure front in order to break up big mushrooms. in a SOP solver connected to vel or sourcing input (set data name to “vel”), import the “pressure” field. use a volume wrangle to fit 0-0.1 to 0-1 (bind all volumes to density, f@density = fit(@density,0,0.1,0,1); ) then scatter points inside the density field, generate by density, scale ~7, max points maybe a million. fuse points by distance but keep unused points (not sure why this is done?) distance ~0.3 maybe. then in a volume vop/wrangle working on the vel field, open up a point cloud looking at these points. default radius ~0.25. get pcnumfound, if points are found, multiply vel by about 0.3, otherwise leave it alone. i think the basic gist is that you import the pressure field and then bind it temporarily to density, then ramp it to generate almost a band / isosurface so you isolate the main pressure front, then scatter points in it and use those points to “punch holes” in the velocity field. the easy way out is to just collide with scattered points but this A.) avoids collisions and B.) only applies at the pressure front so it might get cleaner and faster results