Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

7 Neutral

About markingleukc

  • Rank
  • Birthday 06/17/1993

Contact Methods

  • Website URL

Personal Information

  • Name
  • Location
    New York

Recent Profile Visitors

552 profile views
  1. Shader Tutorails

    The SideFX shading masterclasses would be a good place to start: H15 Masterclass | Shading Houdini 16 Masterclass | Custom Shading
  2. You can pin pieces to the ground using the active attribute. Check my answer and file attachment in this thread: http://forums.odforce.net/topic/32264-wood-like-voronoi-fracture-need-help/?tab=comments#comment-177943 In the file, got to /obj/box/ and look at the set_active node to see how I set active and inactive pieces.
  3. merging multiple constraints in DOP

    For multiple RBD packed objects, you need to make sure all pieces have a unique name inside the sim. Say I want to use a fractured box and a fractured sphere in the same sim: I fracture a box with voronoi and pack with an assemble node, the name attribute will be piece0, piece1... etc. I do the same with a sphere, but that also gives me piece0, piece1... etc. in the name attribute. Having duplicate name attribute values in the RBD sim will not work as we expect. You'll have to rename the pieces using the sprintf function like so: s@name = sprintf("box_piece%d", @ptnum); From there you can make your constraint networks, and give each object's constraints a unique name e.g 'sphere_constraints' and 'box_constraints'. You can merge the constraint networks in SOPs for a neater DOP network, but it's not necessary. I have attached a file for you multiple_rbds_with_constraints.hip
  4. Problem with active and passive objects

    Best way to set the active value imo is to do it in SOPs before importing your geo to DOPs. And I always use a SOP solver of I want to change my active value over time in the DOP, instead of the 'active value' node. I set the active value using your color that you had set using the attribute transfer. And I moved the dop import node to the end of the network, so that it would carry through into DOPS. You don't really need your for loop, it's just duplicating points that are already there from your packed geometry. test_fixed.hip
  5. Particle advection

    You could do a point VOP inside your DOP network, and look up the density of your smoke volume. If the sampled density gets low enough, then the point gets deleted. Take a look at the highlighted point VOP DOP node in my attached file. I sample the second input of the DOP which I set as the pyro density (see the 'Inputs' tab), and check to see if that has fallen beneath a certain threshold. If it has, then the point gets deleted. If you the particles to fade out more gracefully, you could use the point color to drive opacity in your shader. dissapate_particles.hip
  6. Most (if not all) of the time when you sim fractured objects, you want to be working with packed geometry. So I added an 'assemble' node and checked 'create packed geometry' to take all your pieces and pack them. This node also gives each piece a unique 'name' attribute. For pinning pieces, I use the 'active' attribute. If active is set to 0, it will remain where it is in the simulation. I made a wrangle to set the active value, anything above the Y threshold will have an active value of 1 and will react to other DOP objects. Your glue is set up in the constraint network - there's no need to change the glue settings in the RBD Fractured Object node. Anyway, since the geometry is now packed, we need to use the 'RBD packed geometry' node instead. Also, your sphere is not a packed object. So in your DOP I used the standard 'RBD Object' node to import the sphere, instead of the RBD packed object node. This probably doesn't make much of a difference, but it's good practice. wood_fracture_fixed.hipnc
  7. White water Foam Stick in air

    Looks like you weren't exporting the velocity field from your sim. I generally use the Dop I/O node instead of the Dop Import node, because Dop I/O has import presets such as FLIP Fluid, smoke, pyro etc. These presets automatically bring in all the data that was used in the type of sim that was created. So with your vel field being exported correctly, and added into the whitewater source, your whitewater seems to flow correctly now! I've added a switch node to show how I would use either the Dop Import, or Dop I/O nodes; and you can probably see why I prefer Dop I/O. Flip_and_whitewater_fixed.hip
  8. Smoke Target Force

    A quick Houdini smoke simulation done in a day. This was done by using the gas target force microsolver. Hip file attached - feel free to take a look! Cheers, Mark run_smoke_v002.hipnc
  9. FX TD, New York

    Hey guys, I'm currently looking at FX TD career opportunities in New York. I'm open to working freelance, either on-site or remotely, and long term positions. My experience is nearly 2 years using Houdini. It was taught as the main software in my Master's program - Digital Effects at Bournemouth University, UK. After my graduation, I worked at Framestore NY on TV, commercials and VR. I had a 6 month contract with Framestore, which unfortunately they weren't able to renew due to scheduling and budgeting. References available upon request. In my time using Houdini, I have created a wide array of effects to a high level. These include: fluids, cloth, smoke, hair & fur, RBDs, soft bodies, particles, pyro/volumes. I also have a excellent knowledge of the vfx pipeline due to my professional experience and having worked on my own personal projects during my student days. I have extensive experience in Nuke and PFTrack, as well as 3DS Max, Maya, After Effects, Premiere and Photoshop. Please see my links below for my showreel and other details. I have eligibility to work in both US and UK as I have dual citizenship. Showreel | Linkedin | Vimeo | Portfolio | Resume Cheers, Mark
  10. Giant Soap Bubbles

    Hello everyone, I'm attempting to recreate the shapes of large bubbles forming. My initial tests have been involving FLIP fluids, adding surface tension and removing gravity to create a jiggling ball of particles. Once it is meshed, I could then apply a refractive shader to get transparency. See the attached .mp4 for a flipbook of one of my tests for creating a small, single bubble. However, I'm curious as to how other artists might approach this problem. How would you go about creating these large, wobbly shapes so that they act naturally? How would you allow for art direction if you went with a simulation approach? Please share your ideas, I'd be very interested to hear what you think! Thank you! There is a good example of the shape I'm trying to create at 2:55 in the video below, although the whole bubble sequence is quite useful. bubbles_rnd_0708_01.single_bubble.mp4
  11. I'll try to explain better, I think it's a tricky concept to visualise the first time around. If you imagine: for every frame of my sequence as my shot camera moves through the scene, Houdini makes a new camera which is frozen in the main camera's position in 3D space. That new camera projects its corresponding frozen frame onto the geometry, as a new layer on top of the camera projections came before it. What you would end up with (in theory) is a 3D scene with colour information applied onto the matched 3D geo. I'm sure there must be a solution using either the SOP solver or even using hscript, as you can easily iterate actions over each frame with these.
  12. Hi everyone, I'm trying to solve a tricky problem in Houdini, and I could use some help! I need to project my live action plate onto some 3D dummy geometry and essentially bake down every individual frame. Essentially what I'm trying to produce is a 3D representation of my scene using the live action images as a diff map, because each projection should either overwrite or paint in new areas of the scene. My geo matches the scene and the camera is tracked and solved from the plate and matches well. The shot doesn't include any moving objects so we don't have to worry about that. I have experimented with the sop solver, the bake texture rop, and material layers, but I haven't quite made a breakthrough just yet - as these are concepts that I don't have very much experience with. Any guidance or suggestions will be very welcome! Many thanks