new apprentice user, some questions ...

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Growing tree….

http://www.elementvfx.com/WebDemo/tree_h9.mov [elementvfx.com]
http://www.elementvfx.com [elementvfx.com]
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You should consider looking at the poly wire node. It's typically a bit more useful with l-systems than putting the “shell” straight from the l-system.

You can put a skeleton (wires) out of the lsystem, then do all sorts of fun stuff like noise based on arc length, or wire simulations and then poly wire to give it thickness.

Attachments:
warp.avi (713.5 KB)

Stephen Tucker
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Allegro: very cool. Can you post the .hip for that scene for me to pick apart? A lot of neat stuff going on in that one.
http://www.elementvfx.com [elementvfx.com]
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No problem

Attachments:
untitled.hip (68.9 KB)

Stephen Tucker
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Thanks for the file. What types of nodes should I be looking at to say grow geometry along splines? Like tendrils/vines growing….
http://www.elementvfx.com [elementvfx.com]
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May I ask - How do I get this DFNoise code into a VOP shader network?


SYmek
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Same thing, but with transparency on the particles.

http://www.elementvfx.com/WebDemo/foamarea_vol.mov [elementvfx.com]

Are you using fields from fluid sim or just a noise pattern? If second is the case, look on Exchange for Ivan DeWolf's divergence-free noise:
http://www.sidefx.com/exchange/info.php?fileid=391&versionid=391 [sidefx.com]
and the paper: http://martian-labs.com/martiantoolz/files/DFnoiseR.pdf [martian-labs.com]

Pretty helpful in fluid-like stuff.

cheers,
sy.
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Mike_RB
Thanks for the file. What types of nodes should I be looking at to say grow geometry along splines? Like tendrils/vines growing….
You might want take a look the hip file here; http://forums.odforce.net/topic/8471-eetus-lab/?p=119237 [forums.odforce.net]
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