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Technical Discussion » fishcrowd with new pop steers nodes

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Tom Freitag
84 posts
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 Feb. 17, 2015 09:55:54
Hey everyone,

i trying to make a nice flowing fishcrowd with the h14 pop steers nodes. These are my (houdini) reference:
https://vimeo.com/23916800 [vimeo.com]
https://vimeo.com/29841861 [vimeo.com]

I setup a simple testscene with sphere for obstacle and one pop steer seek (in the center of the sphere).
First I only want to create an nice flowing pointcloud. But I am far far away from the examples above. It driving me crazy, maybe I have fundamental wrong setup.
I couldn't get the obstacle steer node to work. Its doing nothing

I would be very happy if somebody could look in my hipfile.
I am newbie in the world of crowds
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Technical Discussion » New crowdsytem suitable for birds or fish swarm?

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Tom Freitag
84 posts
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 Feb. 6, 2015 14:45:49
…at end I decide to use to new pop steer forces. This are so great.
Here I using the path- and seeksteerforces (and of course align, cohesion, seperationnodes) .

Everything else is done with copy-stamping. I reading out the direction up, down, banking with changes in direction and drives it (with stamp) the blend seq sop.

Its rough preview with a primitve birds (30k).
https://db.tt/9m6HzmPd [db.tt]
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Technical Discussion » Counter/Timer in VOPSOP

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Tom Freitag
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 Feb. 6, 2015 11:58:23
ahh..cool its a vopsop inside. thanks!!
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Technical Discussion » Counter/Timer in VOPSOP

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Tom Freitag
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 Feb. 6, 2015 11:35:23
hey cool…its sounds goood. i love when it appears a sopnode out of the dark and doing what you want

…BUT a vopsop solution would be nicer, because i want to drive a mix-node with two vector, which i want happens after specific condition. i.e. at frame 10 the condition happens and the a counter start from 0-1 over 5 frames. I tried with a simple fit-node somthing fit($F, triggerstart, triggerstart+blendingduration, 0,1)

the problem, which i cant solve it with SIMPLE solution, is to save a attribute (triggerstartframe) at specifiv frame “forever”.
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Technical Discussion » Counter/Timer in VOPSOP

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Tom Freitag
84 posts
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 Feb. 6, 2015 09:54:06
hi, is there an easy setup to trigger, by an event (like speed >0.1) a timer from 0-1 over 10frames (inside a vopsop) ??

Is this possible without a sopsolver?
thanks, tom.
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Houdini Lounge » h14 What happend to the "S" key ?

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Tom Freitag
84 posts
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 Feb. 3, 2015 13:15:06
thanks …now its happy swapping time
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Houdini Lounge » h14 What happend to the "S" key ?

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Tom Freitag
84 posts
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 Feb. 3, 2015 11:59:10
and where is my favourite R key (swaps input of a node)?
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Technical Discussion » New crowdsytem suitable for birds or fish swarm?

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Tom Freitag
84 posts
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 Jan. 30, 2015 09:15:13
thanks edward, for clearing thinks up. very helpful informations! I have to take a closer look to the examples..
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Technical Discussion » New crowdsytem suitable for birds or fish swarm?

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Tom Freitag
84 posts
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 Jan. 30, 2015 07:52:05
I have to work with pre baked anim. So no rig. Is it possible to use state-machine with prebaked anim? Should I bake/make transition between the states.
Is it recommend to work with rigs or with baked animseq states?
…i am very newby with crowdsystems.
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Technical Discussion » New crowdsytem suitable for birds or fish swarm?

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Tom Freitag
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 Jan. 29, 2015 11:04:56
thanks mandrake. Some time ago I have seen this cmi tut. This flocking from christian schellhammer is very good!
But I like the workflow with DOP POPS in Houdini 14. I have found some Steering POPs working not only for crowd but also for Particels ..i think this will be my solution. And some basic pop operation as you mentioned.

edit: thanks actor, I think it should be not so difficult esp. with 14
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Technical Discussion » New crowdsytem suitable for birds or fish swarm?

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Tom Freitag
84 posts
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 Jan. 29, 2015 04:02:41
Hello, is it possible? i could imagine since its point based approach. thanks, t
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Houdini Lounge » Sneak peek h14

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Tom Freitag
84 posts
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 Dec. 15, 2014 06:40:56
@eetu thanks for the link. I found this demonstration at Macklins blog . It looks awesome regarding speed and bi-directionality. It smells like future !
https://vimeo.com/94622661 [vimeo.com]
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Dec. 3, 2014 06:19:52
yes, I also have reseeding on. To solve this problem I scatter a constant pointnumber in the surface field and drive it with the velocity field. At the end I got it to work with pointreplicate approach. I don't thing it helping you with your chocolate sim. And I guess in some case (like yours) reseeding brings more problems..
But I am really new to DOPS and flipsim. Probably some experts around here could give you better answer


because my hipfile is really big, messy and containing big bgeos, I keep only the wetmap_worklflow.
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Dec. 2, 2014 15:44:59
…yes i forgot to check “add id attribute” ops: …so I advecting some points with vdb-advect( vel-field) to get constant point number…
and the interpolation works now…i 'm using the hermite to get more round and organic look for my inbetweens, because the distance are great.
…but anyway is there an easy way to get surface field working with interframes, without increasing the global substebs (dop-node)? …because this workaround is annyoing.
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Dec. 1, 2014 06:53:42
resim :shock: ….thats what i want to avoid! because then I have to write out and rerender all other steps…like meshing, foam, wetmap etc. would be very annyoing

i am curious what i did wrong with my surface field, when writing out my sim frame-by-frame as an bgeo(containing only integer frame information?). i did nothing special: with dopimportfield i wrote out everything as an bgeo (flipsimpoints, velfield, surface field) then i took my surface field inside vopsop with an volumesample and transfer the information on my terrain
then i get the big trailing gaps on fast moving splashes
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Nov. 29, 2014 17:54:35
here is my funky hipfile……it doesnt't work. So I guess I am a newbie and its too simple for this problem
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Nov. 29, 2014 17:34:54
hey, thats exactly what I trying right now …but instead using a linear interpolate; i tried to using a hermite interpolation. for the tangents I'm using one more frame before and after my two points of interest. at the moment it doesnt work
but as always…hipfiles says more then thousand words. give me 20 minutes and i will attach a hipfile ..ahh…and thanks for your fast help!
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Nov. 29, 2014 16:55:13
No global substebs on dop-node. I guess you are right that I'm missing my inter frame data. So I have to “fake”/interpolate it. I only want to fill the gaps on my wetmaps, a kind of famous ugly trailing effects.

Maybe I could use my flipsim points. Interpolate it inside a vopsop? and convert it back to vdb volume. But I had no luck until now.

Any idea/approach would be great!!
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Technical Discussion » ugly wetmap - interpolate integer frames for volumes/voxels

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Tom Freitag
84 posts
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 Nov. 29, 2014 14:41:49
Hello friends

My Problem: I wrote out a flip simulation including the surface field. No I try to generate a nice wetmap with pointcloud approach inside vopsop inside a sop solver. Now I getting this ugly steps on fast moving splashes

Is there an easy way (and fast because its a highres sim) interpolate information inbetween the frames (for volumes!) ??

thanks in advance.

tom.
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Houdini Lounge » Physical Light Attenuation as default parameter

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Tom Freitag
84 posts
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 Oct. 18, 2014 15:56:35
First, set up every parameter you would love to see as default. In your example choose PBR-renderer.
Then go to the gear icon (on top right) and click on “save as permanents default”.
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