Павел Мачихин

methodjilt

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Brush avoiding the trail June 28, 2025, 1:08 a.m.

Dear community, please share some experience with a newbie. I want to implement the trail avoiding algorithm on a certain 2D shape. The movement should avoid the zones already covered. Now these dynamics look very small and fussy. Tried a few techniques found in forums:

1. Tokeru's VEX avoiding algorithm https://tokeru.com/cgwiki/PopsSplitAvoid.html [tokeru.com] (but it still collides with trails, whatever is the search scale).

2. Trails as vdbs through sop solver inside dopnet (get stuck in the end) https://www.sidefx.com/forum/topic/72366/?page=1#post-306180 [www.sidefx.com]

3. Tried to drive partiles with a smoke sim filling a form (the movement is smooth but it doesnt spread upon a surface) https://www.youtube.com/watch?v=JxXbNbetKgU&t=1343s [www.youtube.com]

4. Gonna play with the pyro spread tomorrow.
Maybe I just didnt tweak enough or I could miss something obvious. But I have some results with flip src's and brush colliders driven by the popnet. In the end they all get trapped by their own trails and start spinning chaotically.

I assume that the particles might somehow check the surface before landing (as shown here https://www.sidefx.com/forum/topic/95448/?page=1#post-419500 [www.sidefx.com] ) but it seems too difficult, I only can follow and mix together some instructions.

Appreciate your help!

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