about houdini dunes

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l'm looking for a way to make dunes,like this https://vimeo.com/115533046 [vimeo.com]

Any ideas?
Thanks.
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nobody?
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There's a pretty good description in the comments if you scroll down a bit:

“did not have much of a plan. started in AFX with thin bands of perlin noise that evolve and transform. accumulated the luma values to have windward side gentler than the lee. pinched that with vector blur. used that sequence to displace in H used the peak deormer to pinch again.. compared current ftame to prev to get vel. used result as collision for a pop sim rendered that from top view masked out windward partis and displaced again. then ran a pyro sim the result was sort of boolianed out by dialated collision gro. and rendered.”
http://www.tokeru.com/cgwiki [www.tokeru.com]
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There's a pretty good description in the comments if you scroll down a bit:

“did not have much of a plan. started in AFX with thin bands of perlin noise that evolve and transform. accumulated the luma values to have windward side gentler than the lee. pinched that with vector blur. used that sequence to displace in H used the peak deormer to pinch again.. compared current ftame to prev to get vel. used result as collision for a pop sim rendered that from top view masked out windward partis and displaced again. then ran a pyro sim the result was sort of boolianed out by dialated collision gro. and rendered.”


thanks ,l know that.but I'm not particularly understand. ops:
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Ok, we should be able to figure this out..here is a start.

We can emulate After Effects inside of COP/IMG. So I created animated noise texture inside COP that we can reference in SOP.

Let's lay down a grid with a bunch of subdivisions and create a simple AttributeVOP to route the greyscale color information from the COP image to displace the points in the grid. Follow up with a Peak that has negative influence and some dunes certainly appear.

The next step with the particles I am hoping someone more experienced will chime in on how to do that. I can't follow the original authors steps any further because I don't really understand that process yet.

So how do we extend this example to include the particle/pyro effects the author mentions?

Attachments:
ap_attemp_sand_dune.hipnc (1.1 MB)
Untitled-1.jpg (249.3 KB)

Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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thanks , a good idea!
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