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New paper sim

More paper stuff! Updated it, now using a SOP solver to modify the velocity. The last one was a field force which wasn't great. Also this one projects the velocity vector onto the surface rather than just applying an opposing force like I was doing before. The velocity ends up perpendicular to the normal, with this: cross( nV, cross( nV, nN ) ). That is mixed with the original velocity to get more or less of the effect ... In the linked .hip file there is a VIS_PROJECTION null that you can view to see what I mean... Houdini - New cloth paper thingy! from Sam Hancock on Vimeo . You can get the hip file from here (H11)

More old cloth wind resistance stuff.

Haven't posted in a long time, easing back into it with something I was playing with about a year ago ... it uses the same wind resistance stuff that I was using earlier. Going to update it in the next few days with a much better way of doing it with a SOP solver! Houdini - Cloth paper thingy from Sam Hancock on Vimeo . Each piece of cloth is simmed individually, a wedge ROP is used to write out a geo sequence for each piece and they are brought back in using a file SOP and a copy SOP. The pieces don't collide .. but it doesn't matter so much with these .....

Wormie wire solver things.

Just another random thing. Houdini - Wire solver worms from Sam Hancock on Vimeo . This starts as some vertcal lines in SOPs that are animating upwards. The 'constraintoanimation' attribute is switched to 0 when the points go above the ground plane. This goes into the wire solver and thats about it .... hipnc is here.

Dijkstra pathfinding with python.

I have a lot of half finished things floating around, here is one of them... Been seeing the dijkstra algorithm around a bit lately, so I had a go at implementing it in Houdini. http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm Most of it is in python. ~2000 points and it cooks in about 1.2s so it isn't super slow... Could probably be faster if I made it A* instead, but I have nothing to use it for so, meh! hipnc is here. you will need the otl here too

Wire solver and wire deformer.

Just playing around with the wire solver and deforming wires onto wires... rendered as tube primitives, 2 area lights and an env light, took about an hour to render 2K :/ hipnc is here

Wear Shader #2

Just messing about with the shader ... Did a few things like darkening the paint where it is worn, darkening the reflection, adding displacements to the steel etc. ......

Wear Shader

Just playing around with shaders - curvature and occlusion in SOPs to make a wear shader. In SOPs, made a little curvature vopsop. It is a vopsop to do curvature since the curvature SOP doesn't give a normalised result. Inside the vopsop, the neighbors of a point are looped through and the dot product of the direction to a neighbor and N is averaged for all neighbors. I shamelessly copied the idea from Dan: And some occlusion in SOPs, done in SOPs so that it only needs to be done once for all frames This is mashed a bit to get the result I want: Mult the two together: This is to represent where the surface is likely to get worn or chipped. I started with the default reflective shader and added a displacement shader that gets the wear attribute, mults it with noise, then that goes through a contrast function to give a sharp edge. That 'matte' is exported to the surface shader to control a few things in there like reflections, colour etc. hipnc file i...