12/20/2023 0 Comments Houdini waterThe other SOP Solver is applied to the ConstraintGeometry data, which is the simulation data that contains the constraint primitives. One SOP Solver modifies the Geometry simulation data, which is the default data to edit, and this Solver simply forces to remain at zero, keeping the expansion completely flat. In this first stage I used two SOP Solvers to handle this expansion, although it’s generally faster to use Geometry Wrangles for this (and in later stages I use Geometry Wrangles). The expansion itself was achieved by turning the circles into Vellum Hair, and then slowly scaling up the attribute of the hair constraint primitives during the simulation. I also created a circular collision field to contain them during the expansion process. I scattered a few random points in a plane and copied circles to those points, then jittered them slightly to make the outlines irregular. The whole primary simulation, including this run-up process, happens in /obj/bubbles_primary_simulation. The first order of business was to get the initial bubble arrangement. Not bad, right? Primary Bubbles Simulation
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