Archived post by mankara

Yes but it’s also really fun ☺️ Right now I’m fighting orientations after they have been surface or point deformed, to fit to anim πŸ˜… Also tried GuideDeform but something broke there, have to investigate that further

Hello feather friends!
I found it very hard to find a simple technical setup for feathers, that just shows a simple case of a feather setup with deformation, which also works in Solaris. So I decided to make one and share it with you 😊
I hope it will help!

(tagging @dannylaursen @magnusim @janhebein cause you were interested in it 😊)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feathers_technical_setup.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feather_technical_setup.hip

Archived post by jan1376

Stiffness and mass use a basic edge transport distance I include the joint deform trick @jim.meston taught me, to bonecapture on itself @sebkaine @ftaswin The resample at the beginning is a bit messy polypath conundrum

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/ex_branchweld.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/branchweld2.gif

Archived post by jim.meston

Can easily replicate a single source emitter.

“`cpp int trigger = int(rint(rand(@piece_id)*215));
if(@Frame<trigger){ @P = v@P_orig; @P.x = (noise(@Time*.4)-0.5)*8; // or just tracking an object pos v@v = {0, 1, 0}; }
if(@Frame>trigger){ @pscale += 15; @pscale = clamp(@pscale, 1, 100); } “`

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261602/19/26/single_source.gif

Archived post by lewis.taylor.

yeah

so normally I will set my density to the highest fidelity I need, and unless there is some insanely detailed velocity requirement will up the Vel scale

@hanhanxue VDB point advect will still suffer from not being able to 100% push them into the smaller eddies, so I think it’s best to just own it all in the pyro sim. I took Matt’s file and just added these vortex nodes. It’s a bit heavy handed here, but vortex confinement and vortex boost along with nice substeps will give you control to make these swirls. You can click the initialize option on the SOP pyro to drop down a volumes sharpen setup. This will sharpen density _just_ a bit more, saving you some precious sim time.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/porno_for_pyro.hip