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.

jordibares

Members
  • Content count

    193
  • Joined

  • Last visited

  • Days Won

    4

Community Reputation

66 Excellent

1 Follower

About jordibares

  • Rank
    Initiate

Contact Methods

  • Website URL www.jordibares.com
  • Skype jordibares

Personal Information

  • Name Jordi Bares
  • Location London
  • Interests Too many interests
  1. Nice tutorial Atom... very comprehensive.... I would like to ask you if you think it would make sense use the Voronoi Fracture Points to fracture based on the impact... I have been using it and although a bit cumbersome to decipher the truth is that gave me quite an organic look to it... Thanks again
  2. I can only guess as I am new to it that is the object ID for the object that is colliding (creating the impact)... This certainly should be material for a masterclass, get's really deep quickly and it is hard to build a mental picture of it.\
  3. This may help you point in the right direction
  4. Is this last scene available somewhere? thanks
  5. Very generous of you... looks great and knowing how obscure and convoluted GIS is this surely wlll be a great asset. Thanks... I hope I have a bit of time to play with geospatial data soon. Any resource you recommend to get some sample data? thanks
  6. Thanks vtrvtr and georgeivan... seems obvious now although it is hard to structure it at first... I guess I can query the object that caused the impact and decide if I want break or weaken the glue constraint... So much to learn... thanks once again.
  7. I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
  8. I just finished in Xmas the article on my blog on the H&M job where we used a curious combination of Houdini, Maya and Softimage and different techniques that hopefully are interesting. http://www.jordibares.com/2016_08_09/hm-theroadtrip/
  9. I guess in time I will show you guys what I am working on... ;-) Stay tuned.
  10. Awsome Iskander... it is true that age has a huge impact on skin flexibility, tangential strength and how difficult is for the skin to recover its form. I guess I will see that for myself in in the future... ;-)
  11. If you deal with Flame people your admin guys will love to stay in CentOS given is part of the same distribution and therefore pretty much the same to maintain. my 2 cents
  12. I use it regularly, from concept test renders, product (specially still photography is a must) shots and blocking out lighting.. very nice indeed.
  13. Careful with these mistaken effects, skin is a *lot* stiffer and heavier than people think, there is barely any sliding whatsoever. What really happens is that the muscles underneath stretch and compress and move around, then the skin does adapt to those bulges and crevices without barely any sliding. If you want to test it by yourself try going to a butcher and let you feel the skin of a lamb, camel, cow or or other animal that has been killed recently, quite a realisation i had to that respect. Hope it helps.
  14. Mid/Senior Houdini Generalist Glassworks London are currently looking for an experienced Mid/Senior Houdini Generalist to join their team. This is an opportunity for somone with a broad range of skills that relishes the challenge of covering most aspects of the 3d pipeline to a high level. Responsibilities: - Quite simple really; produce great work, work well with other people. Essential Skills and Experience: - Demonstrable experience in creating high-end VFX work using Houdini. - Ability to produce photoreal work using Mantra, Arnold and/or Redshift. - Flexible approach to finding creative solutions, not always by the book. - Ability to work in a high pressured and evolving environment whilst still delivering top quality results. Bonus experience: - On-set experience a plus. - Maya experience a plus - Scripting/Programming experience a plus. If you are interested in being considered, please send your reel and CV to 3D.jobs@glassworks.co.uk with Houdini Mid/Senior as the subject.
  15. I love the fact they promote the artist to see the character, not it's controls, I love the fact they aim to evaluate the whole thing so you can see reflections which is a car is critical... What I take from it is that having a solid viewport display that does 90% of the job will make our look dev, animation, prerviz, layout, modelling for non-vdx work really much better and knowing SideFX is working on that (as stated on their videos) makes me very very happy indeed. The whole USD seems to be truly scalable... amazing effort Pixar has done.