[Sidefx-houdini-list] grid motion

Gary Jaeger gary at corestudio.com
Wed May 24 10:50:37 EDT 2017


If I could do that little animation where my eyeballs are spinning around, I would do it. But I’m game, and I'm going to duplicate your setup if it kills me!

Gary Jaeger / 650.728.7957 direct / 415.518.1419 mobile
http://corestudio.com <http://corestudio.com/>
> On May 24, 2017, at 7:42 AM, Gregory Ecker <gregory.ecker at gmail.com> wrote:
> 
> I just mocked up a version using findshortestpath.  It was surprisingly
> easy.  The network consists of 2 foreachloops.  The first one iterates over
> the source points in 'fetch input' mode and 'merge iterations' and
> randomizes the point 'cost' attribute differently each time through the
> loop,  then creates 1 curve using findshortestpath with the source being
> the iteration metadata detail,  and the end being whatever point you want
> to end up at.  I also have 'startpt' output attribute ticked on in order to
> create a name attribute on the output curves.  The second foreach loop
> iterates through the name attribute on the prims,  adds a uv point
> attribute based on @ptnum/@numpts followed by a carve which takes a section
> of the curve according to how you want to animate it,  followed by a blast
> of everything but the first point in that curve.  Works like a charm.
> findshortestpath is very cool.
> 
> -G
> 
> 
> On Wed, May 24, 2017 at 2:19 AM, Matt Estela <matt.estela at gmail.com> wrote:
> 
>> +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/
>>> 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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