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
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 paqwak
Ultra simple coloring setup :O)
However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution
Archived post by lewis.taylor.
they don’t, the trail SOP, or point vel SOP is where you do the calc
compute accel
it’s probably the number one complaint from VFX Supervisor’s on FX Dept work
in every company
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243205/08/24/image.png
Archived post by lewis.taylor.
they don’t, the trail SOP, or point vel SOP is where you do the calc
compute accel
it’s probably the number one complaint from VFX Supervisor’s on FX Dept work
in every company
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
Archived post by mattiasmalmer
i was talking to @pawelgrzelak about vellum and driving animations. and i mentioned an old post of mine about a worm thing i built using vellum constraints. turns out i did not post the hip file back then. :https://discord.com/channels/270023348623376395/351974457318834177/963921866005839892
So ill post it now:
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wormVELLUM_clean.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244204/17/24/wire.mp4