Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

trzanko

Members
  • Content count

    43
  • Joined

  • Last visited

  • Days Won

    4

trzanko last won the day on March 14

trzanko had the most liked content!

Community Reputation

35 Excellent

1 Follower

About trzanko

  • Rank
    Peon

Contact Methods

  • Website URL
    www.trzanko.com

Personal Information

  • Name
    Tighe Rzankowski
  • Location
    Toronto
  • Interests
    VFX Legos Star Wars Cameras

Recent Profile Visitors

414 profile views
  1. In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  2. The copy to points node accepts an orient quaternion and also a vector "matrix" as @N for z-axis, v@up for y-axis, v@side for x-axis. if these are packed objects you can set the transform primintrinsic to a matrix3 comprised of the v@side,v@up,@N matrix
  3. use a sop solver to accumulate an attribute over time, it's not just age or time it comes in handy for a lot of things like rotating particles based on how far it's traveled
  4. you're also able to change the space the motion blur happens in using the transform vop. so if you want 3d moblur you should use world space and if you want 2d moblut transform to NDC space
  5. No matter the orient or resolution of the wires you can determine the point nearest the surface. You can use the vertex prim index function to determine which points are the 0 point on the primitive. http://www.sidefx.com/docs/houdini/vex/functions/vertexprimindex Then if the points that equal vertex zero are actually the furthest from the surface you can determine how many points are on the primitive by the prim vertex count function and then the point that has that corresponding vert number is the nearest point. http://www.sidefx.com/docs/houdini/vex/functions/primvertexcount Furthermore if you have varying wires where the nearest point is sometimes the zero point and sometimes the end point then you can determine which one is closest to the skin by measuring the length to the nearest point on the nearest primitive. Hope this helps, -Tighe
  6. Nice! Let me know when it's finished, excited to see the final result!
  7. You can use an add sop and connect by attribute and enter "id". as long as there are proper id's they'll connect
  8. connect the floor points to the foot points by an id and then manipulate those curves?
  9. Yea absolutely! Excited to see how much attention it got, seems like procedural modeling is a hot topic!
  10. Looks like a good start. Keep pushing it further, use more layers, vary everything. Vary the pscale by the age or distance, make volumes from the particles and sim those. There's no "make beautiful" button just keep at it.
  11. You can make a simple twist deformer, rotate around origin and vary the twist by distance from the origin. Then animate the twist and the spin, calculate the velocity with a trail sop, use it as a source for a volume. https://academo.org/demos/rotation-about-point/ -Tighe
  12. Put the primitive shape outside of the shoe shape. Put point normals on the shoe. Pipe shoe into first input on wrangle, pipe primitive into second input. Use intersect function to ray the shoe to the primitive along normal, animate the activation. That should give you the effect. Build more controls as necessary to get the look/timing you want. -T
  13. This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  14. haha that means the sharing is working Happy to hear that you find the gradient and curl direction useful, mind if I ask what uses you've thought of for it? I developed this method when making grass patches and found that using it in tandem with curvature it lets you groom pretty easily, well at least give you a good starting point. The differential growth that can be made with the curvature is kind of a plus. Interested to hear all the different uses people can think of. -Tighe
  15. Check out the two recent masterclasses on FLIP by Jeff Wagner, he describes some awesome methods on air field implementation to get the effect of water falling through air by changing the density attribute of the FLIP volumes.