Crowd Simulation Basic Concept

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  • Опубліковано 10 вер 2024
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    So many tutorials! Where should I start?
    bubblepins.com...
    In this video, I continue on from the previous Crowd Basic Concept #6A on Crowd Triggers. I'll be adding more Crowd Triggers and explaining how to set them up and how each trigger affects neighboring triggers.
    #houdini
    #sidefx

КОМЕНТАРІ • 11

  • @CausallyExplained
    @CausallyExplained Рік тому

    @bubblepins any idea how i go about to make a Lego style waterfall in Houdini?

    • @bubblepins
      @bubblepins  Рік тому

      ohh .. I think if you just simulate a flip fluid and then convert it to polygons and then use points from volume node to spread the brick positions then instantiate bricks to the points. Similar to how I did this render: images.squarespace-cdn.com/content/v1/5cb50c0dca525b5f7c4b4841/1571380939349-094JQK85Y8HRC25SQI3D/Destruction_Beginner___cubes+represent+rubber+toy_LINES.JPG?format=750w
      Hope that helps!

    • @CausallyExplained
      @CausallyExplained Рік тому

      @@bubblepins Thanks for the reply. I'm not sure how to add different pieces and shapes to the same sim. Can It be instanced but not sure how to make collisions accurate to the Snape?

    • @bubblepins
      @bubblepins  Рік тому

      @@CausallyExplained no That's not what I meant. Use a FLip Fluid to create the general shape that you want. Then use the Points from Volume node to distribute points all over that waterfall shape. Then use a copy to points node to copy a certain lego geometry to all the points.
      Hope that helps!

    • @CausallyExplained
      @CausallyExplained Рік тому

      @@bubblepins I understood what you said before. What im looking for is adding different geos onto them points. With them not flickering or changing to a different point number randomly, i want different geos to stick to their point numbers.

    • @bubblepins
      @bubblepins  Рік тому

      @@CausallyExplained hmmm... The Houdini point numbers are assigned by Houdini itself and other than using a sort node to manipulate them, I don't think there's anyother way, BUT you can create a new point attribute and copy the original point numbers to your new attribute, let's call it "myPtNum" and then when you use the copy to points node, you can add it into the copy parameter so all the geometry will have this new point attribute "myPtNum". Hope this helps!

  • @Vishnu.s_Official
    @Vishnu.s_Official Рік тому

    Bro please make a tutorialbout realistic fireworks in houdini🙏🙏🙏

    • @bubblepins
      @bubblepins  Рік тому

      I am thinking of making a pyro series for the newer pyro SOP nodes in Houdini, I might be able to integrate a fireworks theme into it.

    • @Vishnu.s_Official
      @Vishnu.s_Official Рік тому

      @@bubblepins ok please integrate🙏🙏🙏

    • @bubblepins
      @bubblepins  Рік тому

      @@Vishnu.s_Official you're really into fireworks! are you just interested in the motion of fireworks? Like Velocity and how they travel in the sky?