The very first (and still imho the most fun) way to dive into simulation territory is Houdini’s SOP solver: It allows you to execute a node tree on a previous frame’s data. This gives you the ability to create evolving shapes, hand built particle systems and even full dynamics systems (if you want to fully build them yourself).
In this tutorial we’ll go over a basic setup using the SOP solver to build a growing organic… um… thingy.
Great stuff Mo. Thanks. The performance monitor was extremely useful too.
wooww! That’s amazing!
I didn’t properly understand the concept of ‘previous frame’ in the solver sop.
What’s roll it is playing here?
Gives you the position points to copy to, for each iteration/frame. It gets its initial value from the first geo>sphere, on which you started with copytopoints (the points you copy the spheres onto)
Awesome stuff, I feel I have wasted the last 10 years in c4d… should have swhitched to houdini ages ago…
I do have a question. Why is it always scatter at the end? It should be scatter randomly entire object.
My guess is it’s due to the relax option in the scatter.
I thought the same thing. Each frame begins with the merged mesh, right? Why aren’t points scattered in such a way that forms more branches, for example?