Packing The Torus
Вставка
- Опубліковано 9 лют 2025
- For more resources please visit entagma.com
Download Project File (.hip): www.dropbox.co...
00:45 Preparing the emitter geo
05:00 Dive into the POP network
05:45 Make the particles move
07:25 Theory on SDFs and Gradient
11:25 Implement the "conform to surface" VOP
16:00 Resolve interpenetrations with the Grains solver
18:00 Remove resulting velocities
20:00 POP Sprite
21:17 Create a size function
23:00 Theory on using the "intersect" VOP
26:00 Sampling attributes from the torus' surface
33:30 Clone geo on the points
This tutorial deserves so much more views and likes. Rock solid concepts
The best channel
that was a fantastic tutorial, learned so much, thank you!
Explicação incrivelmente detalhada e bem colocada. Estou assistindo todos os vídeos que vocês postaram por aqui. Muito obrigado pelos tutoriais.
Incredibly detailed and well-placed explanation. I'm watching all the videos that you posted here. Thank you very much for the tutorials.
That was great! Such a powerful tool
At around 19:50 the velocities are not analitically computed, most probably they are computed numerically via calculus of finite differences.
Thank you very much for this tutorial!
I do not entirely understand why we first have to offset our ray origin point a little outwards. Can someone enlighten me?
wow beautiful
in Houdini 19 my point normals still pointing outside after blast node, what am i doing wrong?
i followed all the steps
Million Thanks
Is it possible to create the popgrain effect of particles colliding between eachother but outside a simulation? I mean that the points growth being controlled by a position instead of the timescale (prevframe)
This is a very nice setup and a very interesting effect. Although I might have one question ...
How one would do to add an orient attribute in the pop solver that would use the Torus surface to update and realign the particles properly over the time as they move along the surface ?
Thanks in advance to whoever might see that comment someday and find an answer ^^"
Hey Hubert,
use this VEX code and insert it into the popwrangle used to set v = {0,0,0} (popwrangle1 in the popnet):
vector up = normalize(v@v);
vector nrm = normalize(v@N);
matrix3 xform = maketransform(nrm, up);
p@orient = quaternion(xform);
@v = {0,0,0};
Cheers, Mo
@@Entagma wow awesome ! Thank you very much for the so prompt response, I was really not expecting that and was kinda throwing a bottle into the sea , waiting for a reply somewhere in the next year ^^"
This is great, I will add this and update the result.
Thank you again!
Hi, this is an amazing tutorial really! I am a beginner but you are making difficult concepts easy to grasp! One question: would a "ray" node set to minimum distance produce the same effect of the SDF?
Wow!! with this setUp and a surfaceFromParticle node i got sort of fluid simulation that grow around the surface!! i am noody here in houdini!! but i see a lot of good stuff!! sadly all CPU!! i will try to port some node in vertex/geometry shader!! should not be impossible to pass points... calculate some neibourgs and then emit primitive according to the connection id you get form the neibourgs
please make a tutorial of how to render a video
Hi Manuel, to conform the particles to the surface can we use double cross product instead of using SDF ?
I don't think a double cross product will help here. If you want to avoid SDF you could use XYZdist instead.
For some reason i cant do this in houdini 19 :(
Have you found a solution? I couldn't do it in H19 either
@@uzaykisi1863 Not yet, my problem is that the normals are not lying flat on the surface when making the boolean. I'm trying to find the solution but I cant. I tried it with different number of rows and columns and different primitive type bot nothing.
@@nagykoppany1849 exactly the same problem here
@@uzaykisi1863 Lets hope they will answer our question