Wood Worm

This project mixes Houdini’s new Flow Solver with the Reaction Diffusion COP to create evolving patterns that live on 3D geometry. The technique adapts Yancy Lindquist’s UV-Island workflow, but pushes it with Copernicus’ GPU solvers.

SOP attributes drive sources inside COPs, the layers feed back into SOPs for procedural modeling, and the whole loop ends in a ready-to-render Solaris scene.

This file uses tree trunk geometry from PolyHaven

This project requires a SideFX Labs installation.

(1 response)

COMMENTS

  • AimoStein 3 weeks, 2 days ago  | 

    "The node worm_wood > reaction_diffusion > get_Flow_solver_data is reporting the following error: Unable to read file 'C:/Users/Administrator/Downloads/wood_worm/flow/flow_surface/v1/flow_surface.0001.exr': Is this because a texture is missing?"

  • mohamedd11 1 day, 7 hours ago  | 

    wss

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