OK this is pretty cool.

In Houdini:


If you have a CSV file with points stored in the following format: X, Y, Z, frameNumber

X, Y, Z, Frame
0.0,0.0,0.0,1
0.5,0.0,0.0,1
1.0,0.0,0.0,1
1.5,0.0,0.0,1
1.0,1.0,0.0,1
0.5,1.0,0.0,1
0.0,1.0,0.0,1
0.5,0.5,0.0,1
0.1,0.1,0.1,2
0.6,0.1,0.1,2
1.1,0.1,0.1,2
1.6,0.1,0.1,2
1.1,1.1,0.1,2
0.6,1.1,0.1,2
0.1,1.1,0.1,2
0.6,0.6,0.1,2
0.2,0.2,0.2,3
0.7,0.2,0.2,3
1.2,0.2,0.2,3
1.7,0.2,0.2,3
1.2,1.2,0.2,3
0.7,1.2,0.2,3
0.2,1.2,0.2,3
0.7,0.7,0.2,3

Then this is how you create a moving fluid from it, per frame! 

Code:

if (@Frame != int(@Pw))

{

    removepoint(0, @ptnum);

}

Still not sure if this is exactly gonna match up with Unity yet, but it's gonna be cool if I can get a quick CSV parser going. Then, I just might be able to pull off a render using VAT. MAYBE. If I can do that, this master's is as good as COMPLETE. 


I didn't change the particlefluidsurface node from its defaults and whatever the import/wrangle nodes generated: 


Results brought to you by ChatGPT (I am against AI replacing humans, not assisting them :P ), lined paper, a bunch of googling, a few YouTube videos that I only watched a few seconds of, random websites, and 3 hours of banging my head against the wall. 

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