扩散有限聚合Diffusion Limited Aggregation – One Hour Power Challenge + Project File

扩散有限聚合Diffusion Limited Aggregation – One Hour Power Challenge + Project File

Yo dudes. This test just shows a couple different meshing techniques for the Diffusion Limited Aggregation system (let’s call it DLA), i’ve been toying with. Saw Daniel Schiffman’s video on DLA a couple of nights ago. Had a few hours to spare yesterday, so I decided to see if i couldn’t recreate the idea from memory, in an hour or less. Turns out it was way easier than i thought it would be, thanks to it’s relative similarities with space colonization. The SOP solver is your best friend.
The last mesh is a vdb with noise passed into it. However i want to come up with a better way of doing the noise. Maybe create a rest field type of solution, to get the noise to flow with the strands. But that’s for another time.
Here’s the HIP file: drive.google.com/file/d/0B2ujAx-XTYuTZUd6UlVyc20zVVE/view?usp=sharing
To be completely honest the code is pretty horrifying. I quickly commented it to make it readable, and there are so many smarter ways to do this. An optimization i was thinking about, would be to partition the sim and have it only check the partitions that contain stuck points. That way you don’t have to check every point each frame. But this was more just a sloppy exercise. I also did it all in sops because i didn’t feel like diving into pops. plus it’s more fun 🙂
谷歌翻译:哟伙计。这个测试只展示了Diffusion Limited Aggregation系统的几种不同的网格划分技术(让我们称之为DLA),我一直在玩弄。几天前看过Daniel Schiffman关于DLA的视频。昨天有几个小时的闲暇时间,所以我决定看看我是否能在一小时或更短的时间内从记忆中重新创造这个想法。事实证明它比我想象的要容易得多,这要归功于它与太空殖民化的相对相似性。 SOP求解器是你最好的朋友。
最后一个网格是一个传入噪声的vdb。但是我想想出一个更好的方法来做噪音。也许创建一个休息场类型的解决方案,以获得与股线一起流动的噪音。但那是另一次。
说实话,代码非常可怕。我很快评论它使它具有可读性,并且有很多更聪明的方法可以做到这一点。我正在考虑的一个优化,就是对sim进行分区,并让它只检查包含卡点的分区。这样你就不必检查每一帧的每个点。但这更像是一种草率的运动。我也在sops中做到了这一切,因为我不喜欢潜入流行音乐。加上它更有趣:)

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