I went on to module 8 and practice more of the particles. Understanding the "Source particle emitter", Sopsolver and different "pop" solvers too. I tried on three examples. The first example, I'm supposed to create something like two spheres connected with a lot of lines. Those lines when animated, it looks like signature to me. Firstly, I'll have to create a sphere, dive inside and duplicate another one, then merge it. After that I'll go to the first sphere, go to it's properties and right click on the "Center" and go to motion effects >noise. This is not the first time I'm seeing this panel as previously, I'm being taught about this functions. So I adjusted the settings accordingly.
Then I'll smooth out the lines by going to sopsolver add a convert and change convert to > nurbs curve. In order to make the line size looks more random, I'll go back to obj level > source_particles and add a "pointwrangle" in this node, I'll add in this expression.
@width = random(@id*123.5)*.4+0.2;
Testing out with the fit functions:
@width = fit(random(@id*123.5),0,1,.1,.2);
End product will look like this:
I moved on to exercise 2 whereby I'll be taught how to create those spheres with a lot of lines combining together. It's different from exercise 1 as for this exercise, more spheres will be created in the end.
However, firstly, I'll have to create two spheres, making them polygon type. Then I'll shift the second sphere slightly lower and use a merge node to merge them. Similarly, I'll make both sphere "Source particle emitter". I dived inside the autodopnetwork and delete the gravity node as I wouldn't need it. Then I'll drop down a popdrag node. So this is how it will look currently.
Next, I'll have to create lines to join the spheres out. So I'll go to source_particles node. Added some nodes : "sphere", "copy", "add" (to ensure that there will be just points and no geometry), "assemble" and "connect adjacent pieces" Then I'll adjust the radius and points accordingly and add a merge. So for now, both lines and spheres will join together.
However, I want both of my main sphere whereby those particles will emit to come together. So I'll go back to the sphere node, at the sphere1 change the x-axis center to 0.2 and go back to sphere2 and I'll keyframe such that it will slowly move towards the first sphere and it will look like both joins together.
This is the end product.
This is the end product.
@pscale = 0.1;
At the "popsolver1", I'll go to the collision behavior and add in these settings to make my particles change the color to blue when it hits the ground.
After that I'll add in these nodes.
Then I'll add in some more nodes to the sopsolver.
Inside sopsolver, I'll add a vdb and Volume Rasterized Points node. At the "volumerasterizedpoints" node, I'll increase the density scale to 100. Then I'll add a "convertvdb" node > Convert to VDB > VDB Class > Convert Fog to SDF
Then, I'll add another VDB Smooth SDF > Operation to Laplacian Flow.
After that I'll go back to autodopnetwork > rbdobject1 > collisions > volume > mode > volume sample and Uniform divisions > 100
For proxy volume > go to autodopnetwork > sopsolver1 > OUT_VDB_COLLISION_SURFACE
After that I'll go back to obj level > source_particles then drop down a "vdb" and "volume rasterize points" node. Then drop down another convert vdb node, Convert to > VDB and VDB Class to "Convert Fog to SDF". I'll do again another convert vdb > Convert to > polygon soup
Going back to the autodopnetwork, I'll add in another popwrangle and add in this VEXpression
float impulserate = 10;
if (@stopped == 0 || @numhit == 3) {
if (@hitimpulse != 0 && @hitimpulse <= impulserate) {
@stopped = 1;
}
}
This is how my object will look like.
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