>> Point Normals as Velocity
The funnel effects motion originates from a SOP wire extruded into a polygon object.
With Houdini, point normals can be added to the points of the polygon object. This is done because normals consist of a (x,y,z) coordinate matrix.
Instead of relying upon GPU costly force-driven velocity from a dynamic simulation, the coordinate system (Point Normals) can be referenced as velocity instead.
This method is easier to manipulate, GPU-friendly, and ideal for the vortex-esque motion in this project.
To adust the new point normals to face in the appropriate direction, the matrix needs simply be directed to the position of the next point normal (they are named in an interger increment convention, allowing the next point call in Hscript to be as easy as $PT + 1).
The picture to the right is a top view of the SOP geometry with point normals viewable. The blue lines are the point normals.
The coordination is perfect for a funnel effect velocity. To alter this velocity, a user needs only alter the SOP geometry, as these point normal positions are dependant on the SOP object.
Easily adjustable, GPU friendly, and ideal for a vortex simulation. |