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About Farmfield

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  • Birthday 04/14/1971

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  • Website URL http://www.farmfield-vfx.com

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  • Name Johnny Farmfield
  • Location Sweden

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  1. That's not a pure gas fluid simulation - I would guess it's either a high res PBD (like grains) or a tweaked PhysBam FLIP sim (to get it sand-looking) using an air field (for that jaggedy breakup), with a Plume fluid sim on top. Or I'm completely wrong and it was done using the 3D tools in the upcoming release of MS Paint.
  2. I would propose that's fairly obvious looking only 15 seconds into the promo video there's a wrangle with a for loop - even not being able to identify that as a for loop, well, that's in itself pretty telling it's not gonna be very light learning. Now, to be honest, it's not overly complicated stuff either (jump into the FLIP fluid solver subnet for a relevant comparison) and that's good to know as this is the kinda stuff you're getting into, learning Houdini - you're gonna need some dedication and put a lot of time into it, if you're serious about getting into this app.
  3. LOL @Anastasia - ran across your profile at LinkedIn and realized ... EA Ghost ... woah, you're here in Gothenburg... Damn, it's a small world.
  4. This is really cool... Looking to the very first part, I did a simple setup yesterday, trying to replicate it, but can't say I got very far before running into issues. The problem with the POP setup is it really wants to create the coral patterns - even using a polyframe to calculate outwards normals and using them to guide velocity outwards, you get to a point where is starts to fold into itself" and create those traditional differential curve type patterns... So perhaps something ti rethink - or perhaps someone here has an idea..? Oh, and just generally, there's SOOO much friggin cool stuff in this video, I can barely watch without freaking out, wanting to try to replicate all of them, hehe...
  5. Looking forward too it.
  6. Really cool. And there's a thousand ways to set this kinda thing up, there really is no right or wrong, the only thing I can add from experience is, keeping it as simple as possible will make it easier to tweak - though spending to much time to simplify something takes away from the time you have to tweak it - so it's a balance. Personally, though of course depending on how much interaction is needed, I would likely set a sim as yours up as two completely separate sims, one for the cloth, make that look like I (or the client) want it too, then do the particle disintegration - but if you have a setup with a lot (or obvious-) self collisions, there might be need to set it up to sim simultaneously - but even then, in my experience stuff like this is easier to control if run in two different DOPs and doing the interactive parts in a SOP solver in one (or both) of the DOP networks. As an example on how I often work, this is set up using two different DOP networks running in parallel with two way interaction - or faux 2 way interaction, perhaps (?) - and you got the link to the scene file in the description...
  7. Creating age is simple, you can do that in a SOP solver in DOPs using a wrangle and @age += @TimeInc; And you gotta stop thinking about this stuff as bullet or cloth, there's only particles, prims, etc, the behaviour as particles, cloth, RBD objects are calculated in the solver - but it's all the same stuff. That being said, not sure why you would want age on an object unless it has a birth and death - like a particle might have - because an object which exists throughout the sim, it's age is the time.
  8. Hehe, looking through your setup, I can't really determine what you're trying to do, but if this is about controlling fragments as if they were particles, you can do that directly using POP forces with packed prims using the RigidBodySolver. I couldn't find the scene file for the setup in the gif above, but it was setup like in the scene file below. bullet.pop.forces.hiplc
  9. ^ absolutely agree! Whatever you do, it starts and ends in SOPs. Well, mostly, at least!
  10. Hehe, naeh, that I know how to do. The thing is, I got this really nifty setup I created for a growing (non fracturing) crack and fracturing combination-solution thingy - and I have it up and running - the only thing I need to make the setup "perfect" is an easy solution to this issue. So yeah, I need something like cutting planes in 3ds Max - but I think VDB fracture is the only equivalent in Houdini. F#{K, this is what I get for wanting to uncomplicate things as much as possible and run into something not really easy (or possible, even) to uncomplicate... And the setup I'm working on is similar to the one below (scene file in the Vimeo description), though tweaked for doing a growing crack setup with additional fracturing - and it's a kinda cool setup as a post process on a sim'ed RBD, so that gives you some nifty options for tweaking the initial behavior of a crack/fracture setup, but last, after the sim.
  11. So I have a pretty cool setup for creating a growing crack in combination with fracturing, but to make it work (as I want it too - or rather, as simply as I want the setup) I need a simple way to fracture a mesh from a curve on it - like extruding the curve and using that as a cutting plane. What's the simplest setup you can do to achieve that? And I of course mean other than using VDB fracture. crack.hiplc
  12. Now you gotta do 6 volumes, Anastasia, to prove everyone wrong.
  13. As packed prims are points, you can actually use all POP forces directly piped into the bullet solver - then you can take any object, use a facet to slit the primitives, extrude them just a tad, then pack them and pipe them into a bullet sim and drive it all with POP forces.
  14. Awesome stuff, Anastasia, hoping to get some time over the holidays to watch these two.
  15. I'm pretty sure the wire SOP applies it's own UV mapping and that might be what's throwing it off..? And I think the lack of response is about you not posting a scene file, from what you've said so far, it's a bit of a guessing game what is going on in the scene. If you have stuff you don't want to share, you can work around that by using a null at the end of the setup, though before the wore node, then right click and lock it - then you can delete anything accept for the last part and the shaders, so we at least have something to go on, troubleshooting this thing.