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About pclaes

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  • Birthday 07/13/1985

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  • Website URL https://www.linkedin.com/in/peter-claes-10a4854

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  • Name Peter
  • Location The Mill, Los Angeles
  • Interests houdini, fluids, particles, dynamics, shaders, procedural animation, lighting and rendering, VR.

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  1. This would probably require a two stage effect: 1) the hiding of the bubble mesh (in a shader) 2) the emission of liquid particles. Both should be driven by a similar reveal mask. You can create the reveal mask by calculating the cost using a find shortest path node. I would probably duplicate the shortest path node so I get two sets of geometry out of it. The first being the original buble geo with the cost attribute - this can then be remapped to create a black and white mask that is animating the hiding in the shader. The second is a set of curves that create a growth pattern similar to a bunch of lightning bolts/ branching curves ( I think the entagma guys might have done a tutorial on this). Then you can use those curves as your emission geometry for your particles (probably using a blend between surface normal and curve tangent normal as the emission direction) - and using the black and white mask that you are using for your shader to trigger the emission of the particles. Good luck!
  2. Hey Matt, pretty much what Joao said. You are currently smashing a static rbd object into a bunch of active rbd objects. You need to smash active rbd into active rbd. Also there is an old Sidefx masterclass (on cloth I believe) where they smash/deform a car into a pole that you might want to take a look at. That can help show you how you can deform the car during the collision. You could even try a hybrid approach where you fracture your car, link all the pieces with hinge and spring constraints and then use the resulting simmed pieces to deform the original mesh. That might be easier because you are sticking to bullet-bullet interaction instead of trying to do multiple solvers interacting (cloth/rbd). If you do want to go with a more deformation based approach, you can update your car collision geometry with a sopsolver: http://ihoudini.blogspot.com/2011/07/deforming-rbds.html Good luck and welcome to Odforce!
  3. Hey Luke, As far as I could tell, you have to take care of farm submission by yourself. There are no 'submit to hqueue' vray specific nodes. So basically your farm should be able to handle running a shell command. That's why I used shell rops. And then from the shell rop you can call the vray commands, the first that creates the vrscene (which is very similar to houdini baking the scene into ifd). And the second will call the vray command for standalone rendering. - you only need houdini (engine/batch license on the farm) for the first step: the generation of the vrscene. - for the second step, you probably don't want to trigger that through houdini, because otherwise it will consume a batch license as well as a vray license which is inefficent. If you have more specific questions or issues I would suggest to post on the github area as the developers or other users might be able to help you out further. I have been out of that development for the last 6 months, so maybe they have updated things since then. I think you might try asking this question over at the Sidefx hqueue forum too, because it is relevant to launching any program through hqueue - not just mantra. And some people are launching nuke fxcomps through hqueue so launching the vray command should be possible. Good luck!
  4. ah, too bad I missed this one. How did it go? I read they will be posting their livestreams to their youtube channel? https://www.youtube.com/unrealengine their twitch stream channel: https://www.youtube.com/playlist?list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB
  5. When I was at Method I tested it for a bit and reported some of the issues back to the developers. Lots of the useful things that I learned I put in an interim help document: https://github.com/ChaosGroup/vray-for-houdini/wiki/Interim-help-docs I'm now at The Mill where we use Arnold & mantra, but a lot of the underlying principles are somewhat similar.
  6. Hey Alessandro, out of curiousity, could you share one of the shell scripts that you used to showcase those multiple flipbooks at once? That was quite a nice litte trick to quickly present the work. Myself and a few others were kind of curious about that. Thanks again!
  7. Thanks Allesandro! Your presentation kicked 4ss! Sidefx recorded it as well, so I think it will make it's way online at some point. Perhaps Ben and Debra can chime in on when that might happen. Or when the video is online we can link it here too.
  8. Hey all, just a shoutout that next week Alessandro will give a presentation at the Los Angeles Houdini User Group: https://www.meetup.com/LA-Houdini-User-Group/events/235146114 Wednesday, November 30, 2016 7:30 PMto 10:00 PM Framestore LA 8616 National Blvd, Culver City, CA (map) Please join us for a presentation by Alessandro Pepe! Alessandro will present production workflows to tackle challenging tasks like ink underwater and tornado FX. He will first cover the overall workflow and then the setup inside Houdini with simplified examples. Topics covered: ● Dealing with hundreds of millions of particles ● Clustering ● Particles Gap Filling ● Taming a Pyro Sim into a tornado ● How to add complexity at render time (a quick overview to Volume Procedural Shaders). Mid-Advanced Level Class: This class assumes a basic knowledge of Houdini SOP, DOP and SHOP contexts. -- In case you can't make that one, the next one will be on Dec 15 @ Gnomon: https://www.meetup.com/LA-Houdini-User-Group/events/235771747/ LA-HUG Meetup: Using Booleans and Volume Meshing to Fracture Geometry Thursday, December 15, 2016 7:30 PMto 10:00 PM Gnomon — School of Visual Effects, Games & Animation 1015 N CAHUENGA BLVD , Los Angeles, CA Perhaps see you there! Peter
  9. Hey Diego, The presentations often contained material from the studios, which makes it nearly impossible to get permission to get that to be recorded. On a side note, here is an interview with Matt and myself for Cg Society (more aimed at young talent considering to enter the industry).
  10. Hi all, It has been a while since the last Houdini user group in LA, so in an effort to help reboot it, Sidefx is organizing a new Los Angeles Houdini User Group (LAHUG). http://www.meetup.com/LA-Houdini-User-Group/ This is a great opportunity for Houdini artists from all over LA to meet and network. It's cool if you use Houdini, but it's also cool if you don't but want to learn or are considering it. Besides the networking opportunity I will also be presenting some of the work that was done by Method Studios on Ant-Man (mostly ant swarms and macro environments), it should be a fun event with lots of cool visual effects. http://www.meetup.com/LA-Houdini-User-Group/events/230403142/ Please do RSVP if you intend on coming so Sidefx can plan it a bit. Details: Wednesday, May 4, 2016 7:30 PM SideFX Conference Room 3200 Ocean Park Blvd. Santa Monica, CA 90405, Santa Monica, CA (map) The room is located in the Santa Monica Business Park, at the corner of Ocean Park Blvd. and 31st St. (across 31st St. from The Coffee Bean & Tea Leaf). https://www.google.com/maps/@34.0207133,-118.4517402,19.75z Join us for the first meetup of the recently restarted LA Houdini User Group! We will introduce ourselves, hear a presentation about movie VFX, and have some time to meet each other and talk. Agenda: 7:30pm - Announcements & introductions 8:00pm - Presentation by Peter Claes of Method Studios about his work on Marvel's Ant Man. 8:30pm - Q&A with Peter 9:00pm - Socializing & networking For those that can't make it, I'm trying to get approval for this presentation to be recorded, but that is not straightforward with Marvel. Thanks & see you there!
  11. Nice work Jason! Lots of cool Houdini fx in there !
  12. Since you are an American, you are allowed to work in the US - do not underestimate this advantage. Get good at Houdini first through whatever way you can (highly recommend online video tutorials, the forums, your own projects, khanacademy on mathematics for computer graphics, books,...) - Don't pay $20k, instead spend the money on buying a good ~$2k desktop computer, consider searching here on the forums 'top houdini tutorials' - go with people's recommendations. There are several facilities near LA in California as well as game studios that require houdini artists. The reel is what matters. Consider doing the Sidefx internship - doesn't matter that you are a bit older, that could be your advantage as you bring life experience from different areas. Reach out to Sidefx and ask them if they know of studios in your area or in neighboring states that are looking for houdini artists. I just had a meeting with Sidefx and we are trying to restart the Houdini User Group in Los Angeles. Being part of a houdini community can be very helpful, both for solving artistic/technical problems as well as for getting (freelance) gigs. Network here on Odforce and on Linkedin and start creating short 100 frame videos showing of a variety of effects and rnd. You will get traction and interest. Each project should have the goal of saving at least one shot for your demoreel and get it to a finished and elegant stage. Link with all the people in this thread and look at their profiles, their skillsets, their demoreels. Location in the US does matter as there is more Houdini related work in California than in other states, but their are smaller advertising companies in cities all over the US that are doing work for local areas. They can not outsource to Vancouver as the turnaround is too quick. This might be a way in for you - as Houdini works quite well for fast prototyping and turnarounds and "is its own pipeline" to a degree. Also doing commercials you would get a lot of variety fairly quickly. It is a fast paced environment, but can be quite fun too. You could even consider buying your own indie license and really go the freelancer route. All the best on your journey!
  13. Sop solving over points and giving each point a bit of AI is definitely the way to go. I highly recommend this book: http://www.amazon.com/Programming-Example-Wordware-Developers-Library/dp/1556220782/ref=sr_1_1?s=books&ie=UTF8&qid=1451333750&sr=1-1&keywords=ai+games In regards to the collisions, I recommend using an sdf lookup approach especially if your collision geometry is static. As that is only baked once and the lookup is in vops and is much faster. For Ant Man I built an extensive ai-swarm and agent locomotion system. I will probably do a customer story with Sidefx on that now the movie is out on Bluray. You can see a little bit of the ants in the tunnels here: http://www.methodstudios.com/work/ant-man
  14. Think of it as separate elements. You have a portion of liquid (meshed particles) then lots of particles (kind of like whitewater on a river/waterfall), then a volume that you fade in. So you are looking at 3 sims. You can do one sim after the other and use the result of the first sim to emit into the next.
  15. From the perspective of hiring new houdini artists in LA, it definitely goes with the demand of production. That said, finding senior houdini artists is still not easy. A lot of seniors have gone to Vancouver or other places and have not come back to LA. So we can either try and get senior artist from different parts of the world - which requires a workvisa, which tends to take a significant amount of time or we can train them in-house. In regards to juniors, I've taught a bit at Gnomon - specifically some of the classes/workflows that are relevant to data management and production workflows. Then some of those artists are doing the Sidefx internship and at Method we have set up a mentorship program together with Sidefx, so the interns get focussed advice from mid/senior houdini artist. On the flip side Method tries to get some of the interns in as junior effects artists when they near the end of the internship. By that time they will have had some experience at Gnomon, some of my classes, then 4-6 months at Sidefx with guidance from Method artists. We can not hire all, but if we can hire 1 person out of the internship every 6 months, that is a quite good. Most of those interns have found work at the different facilities, so if you are junior and in LA, do consider the Sidefx internship. People also leave the industry, pursue games or VR, so creating/maintaining a younger houdini talent pool is crucial. There is also a financial motivation as a team of only senior houdini artists is costly, so a well balanced mix tends to work best. All in all, it is well worth learning houdini as it provides a deep understanding of computer graphics, which is applicable to many fields beyond vfx. We don't do any fx in Maya at Method. Bifrost and Fabric Engine might also be worth looking into or learning as they would help you to manipulate the data and implement your own tools and algorithms (just like vops).