MotionTrail
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- Enivob
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What about this approach. A shape that is emitting smoke which is cooling while tumbling through a volume. There is a physics based ground plane and the viscosity of the smoke is set higher to slow down the drop to the ground.
The resulting volume is then converted back into a mesh.
I'm not sure how to finalize the ‘look’ of the effect but I think something like an x-ray shader or a way to route smoke density to the alpha a material might help.
Here is my example with only a chrome material applied.
The resulting volume is then converted back into a mesh.
I'm not sure how to finalize the ‘look’ of the effect but I think something like an x-ray shader or a way to route smoke density to the alpha a material might help.
Here is my example with only a chrome material applied.
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- old_school
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It looks like this vimeo video technique takes a bunch of geometry then skin add noise to create the generated surface.
You can see on the second frame the bar of geometry inside the torso geometry forming a sheet behind it. Add lots of curl noise and all looks good.
There are two main techniques to generate trailing sheets:
1. Drop a bunch of trailed lines and pass through the Skin SOP.
2. Create an even ordered same count particle stream and use an Add SOP to connect the lines and then a Skin SOP to create the surface.
There are other ways but both above are the same technique, just slightly different sources.
Your volume technique is quite interesting. Instead of smoke you can trail FLIP fluid and surface that instead? Might give cleaner results.
You can see on the second frame the bar of geometry inside the torso geometry forming a sheet behind it. Add lots of curl noise and all looks good.
There are two main techniques to generate trailing sheets:
1. Drop a bunch of trailed lines and pass through the Skin SOP.
2. Create an even ordered same count particle stream and use an Add SOP to connect the lines and then a Skin SOP to create the surface.
There are other ways but both above are the same technique, just slightly different sources.
Your volume technique is quite interesting. Instead of smoke you can trail FLIP fluid and surface that instead? Might give cleaner results.
There's at least one school like the old school!
- Enivob
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- unitmotion
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- unitmotion
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jeff
There are two main techniques to generate trailing sheets:
1. Drop a bunch of trailed lines and pass through the Skin SOP.
2. Create an even ordered same count particle stream and use an Add SOP to connect the lines and then a Skin SOP to create the surface.
Jeff
I kind of did so in the file, but the video looks very organic.
your way to not give such a sense of the fabric as in video
[postimage.org]
хостинг фото [postimage.org]
- Enivob
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- unitmotion
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- old_school
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Yes.
Add noise in to the “v” velocity vector attribute on the original line source and then add additional curl noise to the ribbon as it unfolds.
A simple way to do time is to use ForEach SOP to increment time as 1/$FPS as a point attribute to the growing ribbon which you can then use to ramp in/out the noise. Each line starts with your own float “Time” attribute set to 0 then through the foreach SOP add 1/$FPS to all the points.
Heck start to work with velocity as well. Add some crude damping by dividing the velocity down each frame.
Now you have very fast crude simulation solver in a ForEach SOP.
Add noise in to the “v” velocity vector attribute on the original line source and then add additional curl noise to the ribbon as it unfolds.
A simple way to do time is to use ForEach SOP to increment time as 1/$FPS as a point attribute to the growing ribbon which you can then use to ramp in/out the noise. Each line starts with your own float “Time” attribute set to 0 then through the foreach SOP add 1/$FPS to all the points.
Heck start to work with velocity as well. Add some crude damping by dividing the velocity down each frame.
Now you have very fast crude simulation solver in a ForEach SOP.
There's at least one school like the old school!
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