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Showing most liked content on 12/18/2017 in all areas

  1. 2 points
    Here's another experiment from a while ago, never got round to putting it up at the time. It never quite worked as I hoped it would - maybe I'll revisit it some time and somethihg better will come of it. It's quite a simple idea - run a flip sim of whatever sort and sample the velocity of a 2D slice onto a grid of points. Then in COPs, starting with an image consisting of 0 to 1 horizontal & vertical gradients in the red and green channels [representing u and v], look up the velocities and advect the uv. On the next frame, read in the advected image and repeat. This image sequence is then read back onto a grid and used as its uv. I started with an image of some pebbles, I wanted to smear them around with the velocity of the FLIP sim but the shapes were already quite blobby and amorphous so the effect was too subtle. Had I run the sim for many more frames they it might have worked btter but I decided to switch to some more geometric shapes. As I said it never really went anywhere but in case anyone's interested in the technique I thought I'd put it up...
  2. 2 points
    if I could Mr. Torgue's impersonation, I would shout...PROCEDURALIZE !!!
  3. 1 point
    I thought I'd make a topic here to share some RnD I've been doing in spare time in case it's helpful to anyone, as I've been able to learn so much useful knowledge from others on here. I have a couple of other scenes underway that I'll put up once they're ready. They're not for any particular shot, more just the result of one thing leading to another... The first one is essentially a simple cloth sim a driven by an RBD sim, where some balls are attracted to a wandering point. I used a technique similar to generating a wet map to transfer some colour between the balls while they're touching which sort-of worked but ended up producing a lot more blue than anything else. Also for each point on the surface I calculate the difference between the average distance to neighbouring points during the animation and at the beginning, a sort of compression or stretch attribute and I'm using that to displace the surface first in SOPs, then also in the shader.
  4. 1 point
    Oh, ok, I think I understand the perceived problem, and then I'm with Matt, it's really nice to be able to set that up on a static object and then apply the animation on tip - of course depends on what you want to do....
  5. 1 point
    I don't think there is much of a major speed difference. You'll still be better off with iron py and other similar branches that have more compiled components. Python 3+ will get all the latest and greatest stuff so it might be faster in a lot of ways, but nothing comparable to the difference between other languages. You can theoretically use your own python with Houdini, if you wanted to a different library, and then just import the hou module. Generally this is a lot more work to maintain, but bigger studios have a few good reasons to do this depending on their internal library of tools they developed over the years.
  6. 1 point
    Less lazy attempt: pop_minpos_align_pig.hipnc
  7. 1 point
    Hesitant to actually call this finished but here is a test render of a procedural lightning tool I've been working on the past couple of days. Hope you like!
  8. 1 point
    Hello, I AM DYSLEXIC - a very nice student project I worked on back in 2015 just got published, I did FX for it, all in Houdini, then handed over caches to lighting and rendering guys (rendered in Mental Ray in Maya). I really like visual style and it was really interesting to do some effects for this style of animation. Enjoy Short breakdown: 00:48 - paper (cloth) sim, a proxy collision geo of hero character was animated and used for interactions 03:22 - RBD simulation advected by hand-drawn guide curves and underlying FLIP simulation, some VDB meshes for hill filling, procedurally generated pages between books with fake dynamics (even though they got totally lost in the renders)
  9. 1 point
    Hey magicians, Wanted to share a spot I worked on for Yambo Studio recently, I did some R&D concepts and Sims Cheers!
  10. 1 point
    Hello, I've added a "clean sop" before to pack the pieces and it fixed the problem. I believe that issue It's caused by the boolean sop, so before packing and creating constraints needs some cleanup. Cheers Dam constraints_not_falling_FIX.hipnc
  11. 1 point
    That sounds like the icon, 8th from left. 3 little graphs
  12. 1 point
    Bring back voxelsize for VDBs in the middle-click panel/info window.
  13. 1 point
    Hi All, Just wanted to share my explorations on this theme. This thread has given me the push to explore a couple of coral growth papers I have been interested in for quite a white, particularly this one: http://www.sciencedirect.com/science/article/pii/S0022519304000761 After playing around with some of the setups on this thread I built a solver based that is a bit of a mutant space colonization system - in that the coral grows towards a food source. This means you can drive the simulation to fill objects and makes it controllable from an artistic perspective. I have attached the HIP if anyone wants to play. Dan. HOU_CoralGrowth_v1.hipnc
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