This is an interesting challenge.
My goal is to make a simulation for growing tentacles, that grow and try to catch whatever is near. The important part is that I don’t what to fake it, tentacles should act in a physically correct manner.
I’m doing that simulation using vellum in Houdini.
The first iteration
something already growing and moving randomly using simplex noise
Made tentacles weave around their target
I’m applying a curly force to the tip of each tentacle and to areas that close enough to target (places where the curly force applied marked with red color), the white part moves randomly as before.
Also made tentacle size to be random.
Encoded animation to texture using Houdini gamedev toolset
Playing back it in Unity using slightly modified sidefx shader
it was not very obvious how to configure it all for unity, but it works in the end
here is what inside it
each tentacle consists of 26 spheres connected to each other using fixed length constraint, each sphere has a random force that slowly change over time
After the end of the challenge , please do a tutorial on how to do this or kindly share a link from which webniar or masterclass that helped to achieve this effect, it will be very helpful to other houdini using RTVfx artist.
The most tricky part of this all was to make tentacles grow… Normally, in Houdini, for dynamic objects you never change constraints or geometry attributes during simulation, you provide solver with initial values and it does the magic automatically, but in this case, I had to change geometry attributes and constraint length over time during simulation…
I’ve started with randomly positioned short lines
Those lines are short but each has 26 points
so 9 lines times 26 points per line = 234 points
For each point on each line, I have few attributes for later use
id of the line ( 1-9 )
index of the point in the line ( 1-26 )
U value of the point ( 0-1 normalized point position on the line )
This is a very interesting work and this effect really deserves 1 place. I like both variant with small and big stones. As for me, the option with small stones looks better because the main focus is on the tentacles.
I totally agree that focus is the most important thing.
Design is mostly about placing the right accents.
In russian, there is a steady expression “Замыленый взгляд” what literally means “look with soap in the eyes”, while working on this I’ve watched it too many times, so my look isn’t fresh anymore, and I can’t clearly see wtf I’m doing. It is great to get feedback from someone with a fresh gaze.
improved sidefx shader to interpolate positions and normals between nearest available frames, now there is no need to export that many frames to texture, and i can do a slowmo effect