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Stephen Moroz

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About Stephen Moroz

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    Peon

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  • Name
    Stephen Moroz
  • Location
    Hertfordshire, UK

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  1. Advice for building a computer for FX

    Thanks for all the advice guys, that's all really helpful stuff! I've now gone and done my research, and put together a new build on pcpartpicker: (I decided to not go with raid-0 in the end since it's less reliable for storage, and I think I can use the SSD for faster speeds where I need it) https://pcpartpicker.com/list/tD2jHh I'd be really grateful for any advice you can give on this new one!
  2. Advice for building a computer for FX

    Hello, Over the summer, I'm planning to build a new PC for doing FX work (and also just general purpose). My brother put together this spec on pc part picker, (since he's more knowledgeable than me when it comes to hardware) but I thought I'd ask for advice as to where I should spend my money. Here's what I'm currently looking at: I've never built my own PC before so any advice you could give would be really helpful!
  3. car debris?

    Personally I'd say POPs is the way to go! Have an RBD sim for the big sections and then use POPs for all the small debris, sourcing them from the fractures. You can always add variance to the way the POPs move, and using RBDs could cause issues when you're dealing with such small pieces. As for reference, there are tons of crash-test videos on youtube like this one, where car companies test how their cars react hitting into a wall at high speed. Lots of slow-mo shots too, which would be great reference I'm sure! I also remember this really cool R&D video I found for metal bending (not really reference, I know, but might give ideas nonetheless!):
  4. Cable Overheating

    Thanks, that's a good shout! I'll see if I can add that in
  5. Cable Overheating

    Cheers, I guess that makes sense. I've ended up using a scale that is 10x bigger than the real values, and I'm getting results that I'm fairly happy with. I have had to put the buoyancy to some crazy high values to get the smoke to rise quicker, but looking back at it, I probably should have just adjusted the timescale a bit to compensate for the size. Here's a really quick slap comp of the smoke on top of the shot (just taken from a flipbook). Currently there are some substepping artefacts near the sources but I will increase the substeps for the final sim. Any crit on this would be greatly appreciated! Password = "wire"
  6. Cable Overheating

    Thanks for the recommendation! I've seen a couple people saying to simulate things at a bigger scale but this confuses me. Wouldn't using the wrong scale produce an inaccurate result? Currently I'm trying to sim this at real-world scale (where 1 unit = 1m) and I'm having issues getting the simulation to behave correctly. (I keep getting very grainy-looking results as soon as I try to add temperature into the sim)
  7. Strange pixelation in Fire

    I'm having a very similar problem at the moment, trying to do a very small scale pyro sim. I've set mine up to correct scene scale (1unit = 1m) but I've been having problems getting the smoke to simulate correctly at such a small scale. However I'm also worried that scaling everything up will cause the smoke to look incorrect (too slow, as you say). Did you work out a solution in the end?
  8. Cable Overheating

    Thanks for the advice guys! This is all really useful stuff. I'll give some of these ideas a go and see what works best.
  9. Cable Overheating

    Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
  10. Small fluid source problem

    Hey, did you get this working in the end? I'm about to start a project which requires lots of smoke sims with very small sources, so I'm asking the same question... Any advice would be appreciated!
  11. FRC tool for concrete fractures

    An update to this project: - I've now added fragments of concrete that stick to the fibers, and I've added controls for how many fragments to create and how big they should be. - I've created a full UI - I've fixed a load of bugs, so it's now much more stable. Full list of controls / features is at the end of the video: And here is a screenshot of the UI if anyone is interested: https://i.imgur.com/8lWWixg.png I seem to have got this to a stage that I'm happy with now, but if anyone has any ideas of things I could add or improve then let me know!
  12. Find Adjacent Faces

    If it's of any interest, here's a link to the tool I needed this for. Any crit / ideas would be appreciated!
  13. FRC tool for concrete fractures

    Hello everyone! This is the first demo of a new tool I've been working on in Houdini. The idea is to simplify the process of adding steel reinforcement in concrete fractures, specifically FRC (fiber reinforced concrete) My aim is to produce a single node that takes your simmed geometry and adds these steel fibers along the fractured surfaces. Here are some examples of my tool so far: password = vfx Current controls: - max fiber length - randomize fiber length - max angle (before fiber breaks from the adjacent piece) Things I plan to add: - randomize max angle - fragments of concrete stuck to fibers (as seen in example video below) - fiber straightness (how straight/crooked the fibers are) If you have any cool ideas or suggestions, or feedback on my work so far, let me know! (The idea was inspired by the following breakdown video at 2:39)
  14. Find Adjacent Faces

    Perfect! Conceptually this is the same as what I did, but you've done it in a much simpler way. Exactly what I needed, thanks! That's a really good idea, I hadn't thought of that. This will certainly come in useful, thanks!
  15. Find Adjacent Faces

    Ahh very interesting! I had no idea that you could enable those attributes in the voronoi fracture node. I'll take a look into this, although ideally I would like this to work with boolean shattered geometry as well, which wouldn't have them attributes. Thanks for the link though, it's useful to know!
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