Control Normal Dirction By Curveu "VEX"

This VEX code snippet is a dynamic, direction-driven animation system designed to animate points along a curve in Houdini, using a mix of randomness and directional forces. The goal is to give a sense of controlled chaos or natural movement, where the points don’t simply follow a linear path but instead react to varied forces as they progress along the curve.

Imagine a ribbon twisting and flowing through space, with some sections pulling upwards, others drifting downwards, and yet others spiraling off at a slight angle. The code achieves this effect by applying specific directional vectors at different stages along the curve, giving the illusion of a natural flow or chaotic motion. By allowing randomness strength and directional speeds to be tweaked, the motion can range from subtle undulations to dramatic jerks or twists, making this setup ideal for simulating things like swirling winds, ribbon effects, or even the fluid motion of strands in a hair simulation.

Technical Description:

This code manipulates point normals (@N) based on the normalized position of points (@curveu) along a curve. The code divides the curve into three segments and applies different directional forces to each segment, with a randomized strength to create organic, dynamic movement.

  1. Parameter Initialization:

    • randomness_strength: A float value to control how much randomness is applied to the direction vectors. Increasing this will make the motion less predictable and more chaotic.
    • Direction vectors (first_direction, second_direction, third_direction): These vectors are used to define the directional forces applied to points at different sections of the curve. The directions can be customized to simulate forces like upward or downward motion.
    • Speed parameters (first_direction_speed, second_direction_speed, third_direction_speed): These control how fast each directional force is applied to the points along the curve. Different speeds can make the curve segments appear to react at varying rates.
  2. Curve Segmentation:

    • The code uses the @curveu attribute (representing the point’s position along the curve from 0 to 1) to divide the curve into three segments:
      • First segment (0 to 0.25): Points in this segment are affected by the first_direction, which is typically an upward force. The strength of the movement is scaled by randomness_strength, and the speed is controlled by first_direction_speed.
      • Second segment (0.25 to 0.5): Points in this range follow a different path defined by third_direction, which could represent an alternate downward direction or another variation.
      • Third segment (0.5 to 1): Points beyond the midpoint are moved in the second_direction, which is likely a downward force. This again uses randomness_strength and is influenced by second_direction_speed.
  3. Directional Calculation:

    • The normalize() function ensures the direction vectors are unit vectors (i.e., they only represent direction, not magnitude). This is important because the code multiplies these normalized vectors by randomness strength and speed, allowing for flexible scaling of the directional movement.
    • The @N attribute, which stores the point’s normal vector, is updated to reflect the new direction for each segment of the curve. This would drive the movement or deformation of points during simulation or animation.

Use Case:

This VEX code is ideal for procedural animation tasks that require localized variation in movement along a curve. It can be used for:

  • Hair or Fur Simulations: Where each strand follows a different path but stays within specific directional guidelines (e.g., some strands might rise, while others fall).
  • Fluid-like Motion: Simulating dynamic flows of liquid or gas, where particles (or points) follow varying, turbulent paths.
  • Wind or Ribbon Effects: Where parts of a ribbon or cloth move in different directions due to wind forces.

The flexibility of this approach makes it useful for creating complex and organic movements while still allowing the user to control the intensity and direction of the forces applied to the points, making it suitable for a wide range of visual effects in Houdini.