# StepbyStepVFX

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Peon

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https://vimeo.com/stepbystepvfx

## Personal Information

• Name
JO
• Location
France

Can you tell if your Wrangle is set on « points » or « details » ? When set to run on points, it apply whathever you have coded to each point, while in details mode, it runs once for the geometry. I don’t know what you want to do exactly, but it seems to me you should run it on « details » mode, and write your algorithm to iterate over all points through a loop, check if it’s a new point and set attribute only on those new points (using setpointattrib() maybe ?). Hope this helps you
2. ## space texture following the reference geometry ?

What I understand is that they did not use fluid sim to make those cloud fx, just 3D noise texture, is that what you mean ? So you want that a 3D texture (whose value depends on the 3D position in space of the shading point), « match » or follows the deformation of your object ? If so, I would create a rest position (attribute that stores for each point its initial position in space), and I would use this restposition as input of my call to the 3D texture so that whatever is the real position of my point in space, the 3D texture « follows » that point. Do you think it can work ?
3. ## Recursive Subdivision Algorithm: Morphing any Shape into Fractal

Hey, you're welcome. Here is a quick render to show the result. In my solution the blend is global, but you could create new attributes to the geo to blend per points (with attrib transfers, like you did with your sphere). See U
4. ## Recursive Subdivision Algorithm: Morphing any Shape into Fractal

Hi again, so to animate between fractal levels, I just used your setup to subdivide with 0 distance, just to have the same topology between levels of subdiv but with same initial geo, and then used primuv to find where the points should be in space between your different levels of fractals. Then you can animate the blend attribute to go from one fractal to another. Here is the file Subdiv_Test_v2.hipnc
5. ## Recursive Subdivision Algorithm: Morphing any Shape into Fractal

Just a remark concerning your solution with VDB that made your computer crash : VDB is a way to subdivide a cube in space into voxels (3D pixels if you want). It is highly probable that you made those voxels too small, and therefore, it had to create lots of voxels to cover your cube of space, and took a huge space in memory of your computer, that made him crash. Reduce that voxel size and it will work. The drawback, is that it will make the small details of your geometry « blocky », like LEGO.... or you will have to reduce voxel size (careful or it will crash again). This solution maybe less acurate that the proposal to calculate displacement maps.
6. ## Recursive Subdivision Algorithm: Morphing any Shape into Fractal

EDIT : I have been playing with your file a bit, and my suggestions won't work so easily. You would need to do it iteratively, each step from Fractal N to Fractal N+1, because the geo is "dented" and projection cannot happen properly from step N to step N+2 for example. I will try to propose you something soon
7. ## Recursive Subdivision Algorithm: Morphing any Shape into Fractal

Hi, just an idea : First, I would exclude morphing geometry into another, because you would need same number of points between each geometry, which would require you to subdivide level 0 without chaning its shape. You would struggle identifying the points and it would be a mess... Maybe an option is just to « project » each geometry of subdivision N onto the first level (un-subdivided) and bake the distance between surfaces into a texture (if your first level have proper UV). I mean : take each level N of subdivided geo (your fractal level N), scatter points onto its surface, project that onto the un-subdivided geo (fractal level 0), and bake that as a displacement texture. Then just blend your textures over time, and use that as a file sequence of displacement map on the level 0 geo and check result at render time. I am not sure if I am clear, and you must dig a bit into VEX to learn how to project, get intersection, from there calculate distance and put the value onto the UV space, but I think it’s a viable option, maybe not the best :-) Hope this helps
8. ## VFX Assemble questions

VFX Assemble deadline is today and they have only 35% of people. It s a lot, but not enough to weight. https://vfxassemble.unions.org.uk/
9. ## Random link of interest

As this is a repository of random links, I share this one that I found interesting : http://www.catb.org/esr/structure-packing/ VEX being close to C, I was wondering if this structure packing was applicable, to improve the memory footprint of some code in VEX when instancing user defined structs....
10. ## Destruction & Fluid works

Thanks for feedback ! Indeed, the tornado was my first Houdini project :-) The more I see it, the less i like it. I would definitely improve it if i had time. Thanks again
11. ## Renderfarms renderers and plugins

Never used Zync, can’t tell... but reading Kev, I won’ttry :-)
12. ## Renderfarms renderers and plugins

I have been using Gridmarkets successfully. It works really fine and is easy to use. You just have to subscribe, download, install and use their ROP nodes. Though, if you plan to do some simulation work : do it through their platform, before rendering. Sending the sim files through a slow internet connection is a pain, and the gain in render time will be lost by the time of uploading the files. So be organized and prepare your files so that you can sim in the cloud, and then render. If you retime simulations, be also very careful : you cannot launch all the jobs simultaneously (sims and rendering). They explain all of that very well and they have a very reactive forum and customer support.
13. ## Just another laptop question

I clearly agree ! I have been using a MSI Pro WS60 2OJ-011F - SSD - 3K Edition for 3 years now, and never had a problem with it. Only downside : they seem to be using mSSD in RAID0, and I never found if it was possible to easily change them to increase the main drive capabilities. Shouldn’t be a problem on new ones, but check before buying / select a confortable size straight from the start :-)
14. ## Just another laptop question

This seems promising as a competitor for the Wacom Mobile Studio Pro, without the realsense sensor. I would only recommend it for people sculpting with ZBrush and who needs some rendering capabilities alongside, or for people painting. I don’t see mich interest outside of that compared to the wonderful MSI laptop workstations, for example (i have a MSI W60, that works very well and that I used even to make fluid sims with Houdini)