[Sidefx-houdini-list] grid motion
matt.estela at gmail.com
Wed May 24 02:19:52 EDT 2017
+1 find shortest path.
any problem that can't be solved with find shortest path is boring and
shouldn't be discussed. ;)
On 24 May 2017 at 05:21, Gregory Ecker <gregory.ecker at gmail.com> wrote:
> You could also try : http://www.sidefx.com/docs/houdini/nodes/sop/
> On a grid representing the paths.
> > On May 23, 2017, at 11:38 PM, François Duchesneau <houdini at trinix.ca>
> > 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
> > 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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