Helloo everyone!!!
I was search trought the documentation and making some tests, and maybe it's just me, am I the only one thinking houdini is lacking a decent (faster and more accurate) “wire solver”. I mean. I'm aware of the things I'm capable with it but as much as my ignorance goes this will be turn into a “flawful” workflow implementation…
I'l give you a hint. Here is a video I came across that illustrate what I'm trying to achieve.. You'll be able to check the sim speed ad get my point.. It's nearly on realtime…
https://vimeo.com/11038087 [vimeo.com]
Do we have something like this in houdini??? Sorry for my ignorence if so…
Decent Strand / Hair / Wire Solver
3046 4 0- Satamanster
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- edward
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I think i?ve been misunderstood here. I'm not tring to insinuate points on XSI because of that. Rather, i'm asking for the best technique to achieve similar effects. Is there any in houdini? Is it achivable trough the wire solver? That springy curve at the end, The joints chain based on that dynamic curve, etc.
I'm trying to use this concept as a starting point to a production shot where there's a massive field of dandelions. So much for RnD, here's an example of.
“What's been done”:
https://vimeo.com/118336377 [vimeo.com]
Similar has been done in houdini with wire solver:
https://vimeo.com/91547712 [vimeo.com]
It's just not quite there…
If you have any tips regarding the houdini way to achieve that it would be very thankfull. And if by any ways, houdini has feature capabilities to do so, if that's not offensive…
Thanks
I'm trying to use this concept as a starting point to a production shot where there's a massive field of dandelions. So much for RnD, here's an example of.
“What's been done”:
https://vimeo.com/118336377 [vimeo.com]
Similar has been done in houdini with wire solver:
https://vimeo.com/91547712 [vimeo.com]
It's just not quite there…
If you have any tips regarding the houdini way to achieve that it would be very thankfull. And if by any ways, houdini has feature capabilities to do so, if that's not offensive…
Thanks
- edward
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