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About chrisdunham95

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    VFX, Games, RealtimeVFX, FX

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  1. Glass rbd based on baked sim

    Let me rephrase what I mean - So you do your simulation of the Window frames - cache it out - take that and use it as deforming colliding geometry within your Glass Simulation and you can also constrain the glass to the collision window frames as you wanted - I think this should work (Although it maybe slower (or a lot slower) than more complex methods)
  2. Glass rbd based on baked sim

    Ahh I see apologies I didn't quite understand, - yeah that idea would work Could you not bake out your frame simulation and read that in as deforming geometry for the glass to collide and be constrained too?
  3. Glass rbd based on baked sim

    Hey, I took a look and deleted your current constraints, added the glass as a packed rbd to the sim also, then glue constrained the glass and frames back together - works fine - not totally sure if this is what your after but hope it helps - tweak the glue constraints as you please also just got the setup working frames_glass_v001_CD_Changes.hip
  4. Flipbook every other Frame??

    Ive found it - the increment section of the flipbook creator - same with rendering I assume - apologies for slightly obvious question X_X
  5. Flipbook every other Frame??

    Hello, I was wondering if anyone knew how to flipbook every other frame or every three/four/five frames etc? And if this isn't possible which I'm not sure if it is, how would you go about doing this with a render too? [ without manually flipbooking or rendering every other frame etc. ]
  6. Waves from Maya to houdini spectrum?

    Instead of the default grid input for the ocean within Houdini you could plug in your alembic geo waves their - it would definitely affect the ocean spectrum but the ocean spectrum settings may override/ruin the look of your waves so you may need to fiddle with the settings OR Deform the ocean spectrum using vex or vops using your alembic geo as the reference geo
  7. VFX Assemble questions

    I think what you've read and said so far is relatively accurate in terms of downfalls in the VFX industry from my personal experience too, - Overtime and lack of organisation is quite a widespread discussion/complaint of those in the industry (Often large companies don't want their employee's to be part of a union which would somewhat stop them forcing crazy overtime hours for no extra pay, and often it is written into contracts that you are waving away your right to only work the government recommended 40hours a week and any extra hours worked will be unpaid but you are expected to work the overtime to complete projects) - which perhaps could be avoided with more organisation and understanding further up the pipeline. - Another personal take is that due to VFX going through a bidding process where companies compete price wise for a client this means a company can win many contracts but for smaller amounts of money than really required and therefore time. Meaning the artists are the ones doing crazy work hours to deliver on time rather than VFX bidding being sensible and people quoting a more accurate price for what is required. (Due to the competitive nature and need to win big clients over with cheap quotes/bids) - Passion and artistry i think is a large reason many people remain in the industry, alongside the scope and importance of projects (who wouldn't want to work on the next big feature film as such or game or commercial) and Pay can sometimes be something worth noting, from what i know its heavily dependant on experience and the company you work for, but can reep some decent financial rewards depending where you go and what exact role you take Don't get me wrong though this is not a, all the time and every company scenario, it happens here and there and often most prominent at deadlines (quite like some other industrys), it is a fantastic industry to work in as a creative/tech kinda person and so if you are determined and focused dont let this put you off! (But be aware of it and dont let people waste your time or overwork you if you can avoid it) Sooo to answer your question about unionization i think its purely due to the scare factor and certain companies not hiring those who are part of unions (something i have heard discussed but not sure how correct i am), and so people dont take the risk joining them, thats just my guess/thoughts as i myself consider joining them but wasnt sure of the consequences or how it would benefit me in the work place - But if everyone did i think VFX workers globally would be happier and perhaps better off and not allow large corporations to take somewhat advantage as some already seem to do Hope this helps just a small personal viewpoint from my experience and from experiences others have told me Chris.
  8. Houdini to Unreal - Vertex Animation Textures

    Few things to check - inside your UE4 shader/material make sure your frame range is set correctly (1-100 in Houdini is 99 frames for unreal) - Inside your mesh fbx in UE4 check full precision UV's (can sometimes make a difference) - and can also check your normal before the export over? - Another lil thing is going into your UE4 position maps/textures and changing the filter to nearest (more precision) Let me know if any of these fixes your issue
  9. Houdini to Unreal - Vertex Animation Textures

    Very nice man :), don't suppose anyone has got sub-uvs/flipbooks in unreal to work with custom color passes from Houdini - Use the color pass to pick which sub uv texture to use for example? - UE4 more than Houdini related question but any idfeas would be great, had some success with messing around but not to the extent I want, Thanks guys Chris - PS ; (Vertex Animation tools Beta - all work fine for me now for all export types )
  10. rbd and softbodys

    I would personally run a RBD simulation get the results I want breaking/fracturing wise then run that through a soft body sim to add the extra wobble/jiggles or even fem perhaps. OR Fem using the fracture within that to get the break apart - perhaps the best method especially for a pumpkin or something organic (if you do some research I'm pretty sure theirs various ways of controlling the breaking/fracturing within FEM but I'm not certain) - ill post a hip file perhaps when I get chance to take a look
  11. Downres Meshing Techniques - Houdini to UE4

    Nice suggestions, I may give building a low res mesh deformed by a higher res mesh a go that sounds quite plausible, Thanks twan!
  12. Downres Meshing Techniques - Houdini to UE4

    Hey guys, trying to figure out a good method for reducing polys in fluid mesh's / other mesh's I wish to export to unreal from Houdini. I have the pipeline via vertex textures working now trying to refine my results. - The base sim I wish to downres I mesh at high res to begin with ; looks as usual smooth just what I want, - Begin to downres (delete smaller pieces and bits i don't want etc or not needed) - Poly reduce and set the target poly count (1024/2048) [trying to stay as little polys as possible for use in game] - I have tweaked poly reduce settings and tried doing it manually with a remesh too and tried smoothing and averaging out point positions to give a smoother look but that also failed terribly. - I was just wondering if anyone had any techniques or ideas on how i would get not jittering low res mesh's? (if i up the poly count i can get smooth mesh's but ofcourse more polys more expensive) (the shape is fine just the constant jitter due to the lower poly count and poly reduce sop i guess) Thanks guys [my guess maybe to write my own poly reduce sop/HDA or own re-mesh algorithm which doesn't cause jittering or can be smoothed out somehow - although what I'm trying to achieve may just not be possible on such a low poly count ]
  13. Simple VEX/Houdini array question

    Ahhh okay ty Yunus!
  14. Simple VEX/Houdini array question

    Incase anyone is interested I found a solution myself within vops - Import integer array - use an array length - and output this using bind export as a float - gives you the amount of neighbors in the float value
  15. Simple VEX/Houdini array question

    Hey guys soo I'm using grains within Houdini and ive been trying to write a simple expression/code/vop/vex that deletes the particles with less than 'X' amount of neighbors - which I'm finding difficult as the neighbour attribute is an integer array and theirfore I cant think of how you would get this to work? - (Ive tried myself converting the array into something else but had no luck, and ive also tried writing little expressions to delete arrays with less than 5 integers say (so less than 5 neighbors) - I could just be missing something little but if anyone has any ideas or a solution I would be really appreciative (and any explanation on how to work abit with integer arrays) Thanks guys Chris