Small amouth of swinging tree from static tree with Houdini Procedural wind setup
I have created a wind motion system with Houdin VOP for static tree. This picture shows the black and white mask for which part of the tree will be effect from the wind and which part will stay static.
On this picture that you can see my VOP Sop setup for the wind motion. Basicly i have created two ramp for my mask and used an aanoise on Y direction.
-First ramp for Y direction. caltulated tree's max and min with $MIN $MAX expression and fit them to the ramp then multiplied with lenght.
-Second ramp for X and Z directions. I used max and min points of the tree and created a line from there. Then used that line for point cloud. This way i coult control for the lengh of point cloud then ramp it. With ramp i can play with black and white mask. Black part will stay static , white part will be effected by the noise. Ramp makes more smooth transition also.
After that ,i used original Position of the tree and converted it to four way vector. I took X Y Z as three vector and Time for 4th vector input. This way my noise will multiply with the time. After that i took original Position and multiplied with Y and used the noise for only Y direction
This picture is showing the control pannel for the wind and mask. With that two mask we can play for the wind effect level
After tree wind system is done i wanted to give little wind effect to leaves also. Leaves has an UV and we can use UV data for wind direction also. this way i decided to give wind on V direction. With this method each leaf's wind effect will start from the bottom to tip. For this method , first i created a grid and projected a UV then coppied that UV to each leaf. After sim is done i will get back the original UV. I like to use Compiled loop for foreach loop and that way trying to use nodes that can be in compiled loop becasue Compiled loop makes foreach loop 7-8 times faster depending your CPU becasue of multithreading your loop.
This is the loop for leaf wind system. First i deleted all points of leaf but 0 one and kept that 0 point for each leaf. Then used that point for origin point for the leaf and gave random rotation to leaves with fit11(sin($F*4),-10,10) expressions on Rot Y then calculated max and min points of the leaf and got avarage position of it.
After all calculation stuff i used easy noise setup on UV's V direction and with secondary noise also. With all of this loop leaves will be rotating randomly (small amouth) , get noise from root origin and also taking secondary noise for geometry deformation.
This is the simple leaf noise. I took original poisition and gave it turbulent noise. Then got UV data and created two Ramp for U and V for different effect of animation, multiplied them with turbulent noise and displace it for better noise and feed that as a position. That setup gave me easy and fast way for noise and wind effect
After all these arragement we had a Houdini digital asset for any kind of tree wind effect. For out project we had 10 to 15 different trees and used this method for wind effect. Actually that saved so much time for sim look dev and very fast because of non-simulating anything. I have tried grain and FEM simulations for this kind of mıotion also but this system became time saver for us.

























































