Packing The Torus

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  • čas přidán 25. 12. 2019
  • For more resources please visit entagma.com
    Download Project File (.hip): www.dropbox.com/s/kbjl34368e8...
    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

Komentáře • 24

  • @rahulrawat952
    @rahulrawat952 Před 4 lety +1

    The best channel

  • @CharlesPrithviRaj
    @CharlesPrithviRaj Před 2 lety +1

    This tutorial deserves so much more views and likes. Rock solid concepts

  • @gagaforkim
    @gagaforkim Před 4 lety +6

    that was a fantastic tutorial, learned so much, thank you!

  • @cristiancortes7301
    @cristiancortes7301 Před 3 lety +1

    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.

  • @haroldw2823
    @haroldw2823 Před 4 lety

    That was great! Such a powerful tool

  • @shillingv6289
    @shillingv6289 Před 4 lety

    Thank you very much for this tutorial!

  • @KarmaChoedakAcharya
    @KarmaChoedakAcharya Před 4 lety

    Million Thanks

  • @JohnDowson100
    @JohnDowson100 Před 3 lety

    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?

  • @emepicuta3899
    @emepicuta3899 Před 3 lety

    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)

  • @unveil7762
    @unveil7762 Před rokem

    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

  • @MrJemabaris
    @MrJemabaris Před 16 dny

    I do not entirely understand why we first have to offset our ray origin point a little outwards. Can someone enlighten me?

  • @andreizelenco4164
    @andreizelenco4164 Před 11 měsíci

    At around 19:50 the velocities are not analitically computed, most probably they are computed numerically via calculus of finite differences.

  • @uzaykisi1863
    @uzaykisi1863 Před 3 lety

    wow beautiful
    in Houdini 19 my point normals still pointing outside after blast node, what am i doing wrong?
    i followed all the steps

  • @moimatthieu
    @moimatthieu Před 3 lety +1

    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 ^^"

    • @Entagma
      @Entagma  Před 3 lety +3

      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

    • @moimatthieu
      @moimatthieu Před 3 lety +1

      @@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!

  • @cesarfabriciocortesmorado8030

    please make a tutorial of how to render a video

  • @d-dt
    @d-dt Před 3 lety

    Hi Manuel, to conform the particles to the surface can we use double cross product instead of using SDF ?

    • @Entagma
      @Entagma  Před 3 lety +1

      I don't think a double cross product will help here. If you want to avoid SDF you could use XYZdist instead.

  • @nagykoppany1849
    @nagykoppany1849 Před 2 lety +1

    For some reason i cant do this in houdini 19 :(

    • @uzaykisi1863
      @uzaykisi1863 Před 2 lety +1

      Have you found a solution? I couldn't do it in H19 either

    • @nagykoppany1849
      @nagykoppany1849 Před 2 lety +1

      @@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.

    • @uzaykisi1863
      @uzaykisi1863 Před 2 lety +1

      @@nagykoppany1849 exactly the same problem here

    • @nagykoppany1849
      @nagykoppany1849 Před 2 lety

      @@uzaykisi1863 Lets hope they will answer our question