Archived post by flight404

Been working on my flocking setup. Could use some optimization and features like predators, obstacles, and more randomized movement, but is a good start for anyone wanting to mess with flocking sims in VEX.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_flipbook_02.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_sample.hiplc

Archived post by mestela

here tis

my next step (or possibly @Ben ‘s next step ) is to get scale right; this feels like a cloud tank, it should be city scale

reference is all those colour festival things, but at the scale of a bomb that’d take out a city block

thumbs.dreamstime.com/b/explosie-van-gekleurd-poeder-op-zwarte-achtergrond-71568993.jpg

something that’d be picked up by sony for their next bravia campaign

img2.cgtrader.com/items/805667/12d927255c/large/houdini-dirt-bomb-explosion-asset-scene-file-3d-model-low-poly-animated-rigged-hda-hip-bgeo-geo-bclip-clip-hipnc.jpg

all of saber’s work at rebelway has that shredding detail i’d like to get, but i havent’ done enough pyro stuff to know what the mystery settings are

and i’m too cheap to go buy one of his courses. 😉

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185408/30/18/pyro_colour_basic.hipnc

Archived post by jake rice

Hallo Friends. Ive been working on another new blog post, this time Im gonna be walking through the different techniques i used to make that weird iglooghost loop 😮 This first one is on quad splitting with vex!!!! github.com/jakericedesigns/Poly-Splitting-Blog It’s a major WIP thingy. It reads so poorly right now, but I just want to at least put it up since i think its got some useful stuff in it

Im gonna find some Blog solution that allows me to host the MD on github eventually, cuz i want a few more formatting tools that i cant get with native markdown. but this works for now….

Archived post by lcrs

i was actually heading towards this but went a bit off-piste:

the key seems to be not fully undiverging the vel, to avoid the path to mushroom city? i failed horribly tryna do it with the smoke solver. also didn’t get far with Gas Enforce Boundary so just mult stuff down at the edge of the shape… finally it sources extra vel from the gradient of the ink field so the edges constantly push outwards

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183804/15/18/Ls_semicompressible_ink2d.hiplc