Polishing up the Grains Simulation

I wasn’t completely satisfied with the result I got from the last blog post, so I made some adjustments to the Vellum Grain simulation.

 
Grains Simulation starting to fall as they are activated in the simulation in Houdini

Grains Simulation starting to fall as they are activated in the simulation in Houdini

I slowed down the growing effect of the grains so it would take a little longer to activate all the grain particles.

@pscale

I overwrote the @pscale attribute for the grain particles, thus making all the particles smaller by default instead of relying on the Redshift Render Particle size. In my opinion this was a lot better to work with, because this way I’m able to see the actual rendering particle size in the viewport. But the main reason I overwrote the @pscale was to feed in smaller particles into the volume rasterize node and create a volume fog that would better match the particles.

 

However in the final version, I removed the volume, because it didn’t make much of a difference and this sped up my rendering so so much faster.

Large and small clusters of grains tied together by constraints in Houdini

Large and small clusters of grains tied together by constraints in Houdini

Clustering

I also increased the number of clusters forming grain constraints so I would get more rock like shapes falling down in clusters. I liked the small pieces and larger pieces that fall down.