[Sidefx-houdini-list] grid motion

Gregory Ecker gregory.ecker at gmail.com
Wed May 24 00:21:45 EDT 2017


 You could also try : http://www.sidefx.com/docs/houdini/nodes/sop/findshortestpath

 On a grid representing the paths.

 -G

> On May 23, 2017, at 11:38 PM, François Duchesneau <houdini at trinix.ca> wrote:
> 
> Hi Gary,
> 
> An easy way would be to convert the line on the grid to an sdf. From there it's easy to sim the particles with all the randomness your need and constrain them to follow a very tight range within the sdf.
> 
> You can also do the same kind of snapping by using the XYZ Distance and the Get Primitive functions in a vop pop to force your particles to always stick to the closest point on the grid lines.
> 
> Either way you may have to recalculate the velocity based on the real displacement of points after the snapping using the pprevious and P. But it's possible that this kind of accumulated velocity gives nice randomness in the motion depending on what you're after. Adding a force noise on top of an attraction force to the center may create something interesting as well.
> 
> Good luck
> 
> Francois
> 
>> On 05/23/2017 10:55 PM, Gary Jaeger wrote:
>> I have something I’ve been puzzling over and can’t solve. Imagine a grid of points, say on the xz plane. The points are evenly spaced in a grid. The points will all move towards 0,0,0, but they can only move on either the x or z axis at any given time. In other words, they move along the grid lines. Add to that some randomness so they don’t all follow the same or similar paths.
>> 
>> How would you solve this? Thanks for any help.
>> 
>> Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
>> http://corestudio.com <http://corestudio.com/>
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