@mimetaur That sounds like an interesting approach. I work with some 3D designers who may be able to help…
This is a really interesting approach – I’m excited to see that Houdini has a free “apprentice” version which appears to be the same thing just with a watermarked graphic export. (also hooray there’s a linux version ) Looking forward to playing with this!
It’s definitely a completely different way to approach it. Houdini was a beast to make sense of (I feel about 20% literate with it now) but I think it can be helpful to use a program that comes from a completely different place than traditional programming.
The key to getting data out of Houdini is CHOPs, a fairly esoteric family of nodes that involve arbitrary data streams (as opposed to VEX and SOPs which resemble graphics shader programming)
Here’s an example of a piece I made using data from Houdini:
http://nathankoch.com/work/two_clouds.html
I’ll see if I can dig up the actual source file, it involves a lot of iteration over volumes to get info about each voxel, calculating averages and sums, and doing that every frame as the sim runs.
Been having fun with this interactive physically based bubbles simulator that runs in the browser:
https://ryukau.github.io/Bubbles/
The paper it is based on can be found here:
That’s a lot of fun, Paul!
No problem. This particular github user has a lot of other similar playgrounds that are also quite fun. Hard to beat bubble sounds, of course
Here are some other ones:
https://ryukau.github.io/SingenBD2/
https://ryukau.github.io/FDNCymbal/
Here’s a paper by a friend of mine “Generative Fluid Profiles for Interactive Media Arts Projects”:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.430.9397&rep=rep1&type=pdf
It covers various approaches and also describes his own solution for an iOS app. He also has a WebGL version / repo: https://github.com/CreativeCodingLab/FluidAutomataJS