Primordial Particle System in SideFX Houdini
It's been a fairly busy few months at my "proper" job, so my recreational Houdini tinkering has taken a bit of a back seat.
5"Sparse Vermiform" Rendering of Fluids with Pressure Based Color
This blog post discusses a technique for rendering SideFX Houdini FLIP fluids as sparse fields of wormlike particles (hence my slightly over-the-top Sparse Vermiform moniker) with their color based on the fluid system's gas pressure field.
3Particle Advection by Gray Scott Reaction Diffusion Revisited
This post continues from my recent blog entry, Particle Advection by Reaction Diffusion in SideFX Houdini. In this project, I've done away with the VEX in the DOP network, and replaced it with a VDB Analysis node to create a vector field that represents the gradient in the reaction diffusion volume.
Particle Advection by Reaction Diffusion in SideFX Houdini
After watching this excellent tutorial that discusses advecting particles by magnetic fields to create an animation of the sun, I was inspired to use the same technique to advect particles by fields that are a function of reaction diffusion systems.
1Revisiting Mitosis in SideFX Houdini
I played with animating mitosis in Houdini last year (see Simulating Mitosis in Houdini), but the math wasn't quite right, so I thought I'd revisit my VEX to see if it could be improved. After some tinkering, the video above shows my latest (hopefully improved) results.
4Faux Grain / Fluid Interaction in Houdini
This post describes a simple way to create a system comprising of a regularly surfaced fluid and a faux grain system.
1Parametric Fibonacci Spheres in Houdini
Fibonacci spheres are created from a point set that follows a spiral path to form a sphere (you can see an example, with code at OpenProcessing).
Houdini Grain Solver with Custom VEX Forces
This video contains five clips using SideFX Houdini's Grain Solver with an attached POP Wrangle that uses VEX to generate custom forces. Here's a quick rundown of the VEX I used for each clip (please forgive the use of a variable named oomph).
Animating Rayleigh-Taylor Instability in SideFX Houdini
The Rayleigh-Taylor instability is the instability between two fluids of different densities. It can appear as "fingers" of a denser liquid dropping into a less dense liquid or as a mushroom cloud in an explosion.
The phenomenon "comes for free" in SideFX Houdini FLIP Fluids.
Faking Toroidal Eddies in Side FX Houdini
Following on from my recent blog post, Mixing Fluids in Houdini, I wanted to simulate a toroidal eddy effect where the incoming drip takes the form of a torus and the fluid flows around the circumference of its minor radius.
Mixing Fluids in Houdini
I suspect that mixing two or more disparate fluids is one of the first challenges Houdini newbies, like myself, set themselves.
Animating Gravitational Tides with Houdini FLIP Fluids
This video contains three treatments of a gravitational tides project using Houdini FLIP fluids.
1Houdini FLIP Fluid & Radial Gravity
Here's an animation of a rocky planetoid with a liquid core that ejects a stream of water in an aquatic volcano. The planetoid's gravity pulls the water back which settles into streams and pools.
1Reaction Diffusion in SideFX Houdini
This may sound a tad geeky, but reaction diffusion is one of my favorite things. I've been tinkering with different implementations for four years - almost to the day - so, it felt like high-time to have a go at a SideFX Houdini version.
2Animating Planet Engulfment in Houdini
Here's a nice-ish looking and easy to set up project that animates a hapless planet caught in the gravitational field of a small dense star. As the planet approaches, it begins to melt and gets sucked into star's inescapable pull.
1Simulating Accretion with Houdini's Grains Solver
When I started thinking about using SideFX Houdini to simulate accretion, I was expecting to have my VEX skills (or lack of) pushed to their limits. However, after looking at Houdini's grains solver, I was able to come up with quite a nice looking solution with only a handful of lines of VEX.
Chaotic Magnetic Pendulum with Custom Radial Forces in Houdini
Following on from my recent post about creating a double pendulum in SideFX Houdini, here's another project that roughly simulates the effect of a magnetic pendulum and visualizes the resulting attractor.
The system consists of a single pendulum and four fields visualized as small spheres.
More Chaos in Houdini: Simulating a Double Pendulum
I looked at creating strange attractors in Houdini recently and there's a more elegant solution over at Entagma. This post looks at an alternative way of modeling an attractor using SideFX Houdini with a double pendulum.
Creating a Geometric Structure from Mitosis
This post expands upon my previous post, Simulating Mitosis in Houdini. After watching Creating Points, Vertices & Primitives using Vex by Fifty50, I wondered what sort of structure my mitosis emulation would create if the generated points were joined to their parent by a connecting rod.
2Simulating Mitosis in Houdini
Here's a quick and easy way to create a procedural simulation of cell mitosis that, in my opinion, looks pretty impressive.
The simulation is based on a point cloud which is wrangled inside a solver. My main network looks like:
The initial point cloud is crated with a Point Generate.
Stripy Viscous Fluid Impacts in Houdini
My first Houdini blog post, Experimenting with Impacts in SideFX Houdini, discussed viscous fluid impacts. This post looks at how to add a little more detail to the fluid object - specifically, I wanted to add colored stripes to the fluid.
1Using Houdini VOPs to Deform Geometry
Houdini VOPs, or VEX Operators, are networks that use a visual programming paradigm to create operators that can, for example, deform geometry, define material shaders or generate particle systems. There is a huge range of nodes available inside a VOP - everything from programming logic (e.g.
1Creating a Swarm Chemistry Digital Asset in Houdini
My recent post, Swarm Chemistry in SideFX Houdini, illustrates an interesting effect, but tweaking the values in the swarm chemistry solver is a pain. What would be great is a user interface to vary the simulation parameters rather than having to edit the VEX by hand.
Swarm Chemistry in SideFX Houdini
Hiroki Sayama's Swarm Chemistry is a model I've tinkered with and blogged about for years. Swarm chemistry simulates systems of heterogeneous particles each with genomes that describe simple kinetic rules such as separation and cohesion.
1Randomly Transforming Scattered Cones in Houdini
This post looks at a super simple Houdini project that scatters cones across the surface of a sphere and uses a Perlin noise function in a VEX wrangle node to randomly transform each cone.
1Metaball Morphogenesis in Houdini
I posted recently about simulating the Belousov-Zhabotinsky reaction in Houdini. Although it worked, it wasn't particularly aesthetically pleasing, so here's a hopefully prettier version using a slightly different approach.
Melting Geometry in Houdini
As I explore Houdini, I find myself continually in awe at the ease with which I can create complex and physically realistic effects. This post looks at creating geometry and applying a heat source to it to cause it to glow and melt.
2Simulating Belousov-Zhabotinsky Reaction in Houdini
The Belousov-Zhabotinsky reaction is an amazing looking chemical reaction that can be simulated with some pretty simple maths. I've written about it several times and recreated it in several technologies.
Chaos in Houdini! Modeling Strange Attractors with Particles
I recently posted Chaos in Swift! Visualizing the Lorenz Attractor with Metal, which was inspired by a Houdini tweet from Erwin Santacruz.
Experimenting with Impacts in SideFX Houdini
Now that my working days are spent working purely with Swift, it's a good time to stretch my technical and creative muscles and learn something new in my free time. I've long admired Houdini from SideFX, and mastering that is my new goal.
Swift 3.0 for Core Image Developers
After reading Paul Hudson's excellent What's new in Swift 3.0 article, I thought I'd take an early dive into Swift 3.0 myself to see how it affects Core Image development.
4A Core Image Transverse Chromatic Aberration Filter in Swift
Transverse or lateral chromatic aberration is an optical artefact caused by different wavelengths of light focussing at different positions on a camera's focal plane. It appears as blue and purple fringing which increases towards the edge of an image.
1Random Numbers in Core Image Kernel Language
I added a new Scatter filter to Filterpedia yesterday. The filter mimics the effect of textured glass with a kernel that randomly offsets its sample coordinates based on a noise texture created with a CIRandomGenerator filter.
Core Image for Swift Version 1.3
Simon Gladman - Advanced image processing with Core Image from Daniel Haight on Vimeo.
I'm pleased to announce that version 1.3 of my book, Core Image for Swift, is now available through Apple's iBooks Store and, as a PDF, through Gumroad.
Thanks for the nice tutorial. While running some practice leveraging your example, I ran into an issue related to memory alignment. I am practicing zero-copy data transfer by using 'newBufferWithBytesNoCopy.' This seems to require the memory to be aligned to a certain size. Could you please give me some advice on how to align pointer to an Obj-C structure in Swift for creating a Metal buffer object with newBufferWithBytesNoCopy?
ReplyDeleteThanks for the article. Any thoughts on how to apply this to a SCNScene or SCNRenderer to get barrel distortion?
ReplyDeleteActually, I have a barrel distortion CIKernel which you can apply as a CIFilter to an SCNScene. It's part of y CRT Core Image filter and available here: https://github.com/FlexMonkey/Filterpedia/tree/master/Filterpedia/customFilters
ReplyDeleteHi Simon,
ReplyDeleteIs there any chance that you could migrate your code to Swift 3 or later? Especially for the Filterpedia app? I tried converting myself, but am running into lots of Async errors that I don't know how to address (and that don't get resolved by Xcode's code migration)...I'm following along your excellent image processing book, but my swift knowhow is a bit lacking. Thank you for all these amazing resources...