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kleer001

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kleer001 last won the day on March 27 2016

kleer001 had the most liked content!

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About kleer001

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    Houdini Master

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    cjmenser.life

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    Clear Menser
  1. Tight! It reminds me of that intermediate discipline stuff. Like, it's kinda rigging, but it's also kinda modeling, but also kinda animation... Was this to solve a specific problem in production?
  2. AFAIK they do not use Houdini. They do most of their prototypes in Processing. Then web stuff in Java. And stuff in C++ if they need real speed. Lots of the techniques they have explored are available as trouble shooting sessions and works in progress and finished works here on odForce. Just look up the technical name of what they're doing that you want to replicate.
  3. To be honest, depending on the screen space scale, I would mostly hand animate it. I'd find some artistic way to apply noise to the staged hero page. Weather that's a high frequency or low frequency moving noise at the edges and less in the middle, or the other way around. Or just sim the outside edge 50% as cloth pinned to the main animated body.
  4. A little essay and exploration of simulating watercolors with polygons programmatically. http://www.tylerlhobbs.com/writings/watercolor
  5. From the lovely 2 minute papers, we have http://www.cs.columbia.edu/cg/liquidhair/
  6. And here it is in real life executed by actual academics with math and whatnot.
  7. 0) starting with an animated car with tires and ground geo 1) get velocities from tires 2) generate particles along intersecting trail of the car tires from the last frame to the current frame 3) apply tire vels to the particles 4) use those particles to generate volumes over their lifespan 5) apply noise to the volumes based on density (less dense more noise) 6) season to taste
  8. And I'm all set! I start at the new/old place in 5 days!! Thanks for the comments
  9. I know it's a long shot, but I think I have to change it up. Can anyone recommend an immigration lawyer in Vancouver? Someone you've hired or knows the vfx situation or just film industry?
  10. Looks good, lots of fun shows in there! Please consider adding breakdown text saying what you did.
  11. Maybe creating a dummy sim for the new one coming in to attach to. disconnect your last sim from the output DOP and plug in a null. Then do your next shelf action. But the behaviour may vary from auto setup tool to auto setup tool. Or create a whole new dopnet from the brain icon with 'create new simulation'. Is this separation for documention or aesthetics or debugging?
  12. A trick I overheard coworkers using (back at a studio far away) was to put a transparent but highly specular tube with rounded ends that sits on the intersection of the eye ball and the eye lid. Of course that depends on how close you're getting to the eye.
  13. Oh yea, there's all sorts of things funky up with it. But the supe liked it and the customer liked it. Budgets and all that for TV movies. I did like another 4 versions that were was more spectacularly destructive and had a whole bank of office furniture that I wanted to put in. But nope. Maybe when it's my show I can all that stuff, lol. It was still a fun job and my first building destruciton ever.
  14. 60% working (making new things, figuring out someone else's rig, applying notes, optimizing workflow) 15% helping other artists / getting help from other artists 10% dailies (80% waiting for my shot, 20% discussing my shot, on bad days) 10% basic human needs (bathroom breaks, eating, going for a short walk around the block) 5% logging studio bugs, following up with previous bugs, reading documentation, writing documentation
  15. Hilarious thanks! That poor turtle looks like he just got back from a Maya job.