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Stephen Moroz

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About Stephen Moroz

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  • Name
    Stephen Moroz
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    Hertfordshire, UK

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  1. Small Pyro Source

    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.
  2. Small Pyro Source

    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!
  3. 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!
  4. 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!
  5. 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!
  6. 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)
  7. 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!
  8. 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!
  9. Find Adjacent Faces

    Hi, For a tool I've been working on, I need to have a way of finding adjacent faces between the inside of fractured pieces. I want to store this as a primitive attribute, that gives the number of the adjacent primitive. The way I have done it is by calculating the centroid of each primitive (using getbbox_center) and then iterating through the primitives in a for-each loop, finding the other primitive with the same centroid. (it turned out that the centroids were different by a tiny amount, so I introduced an accuracy value that you can set, and it finds the adjacent primitive within that distance). It then stores this as a primitive attribute. All seems to be working fine on simple fractures, but as soon as you sent the number of fractures higher than 22, it seems to bug out and all the adjacent faces are incorrect. I have visualized this in the HIP file by having a subnet that draws lines between adjacent faces. Attached is my HIP file. If anyone has any idea what could be causing this issue, I would be very grateful! I have also noticed that it seems to be a bit slow to calculate the adjacent faces, so if anyone knows a more efficient way of doing this, I'd also be pleased to hear it. Best, Stephen FindingAdjacentFace.hipnc
  10. SOP Solver / Constraint Solver / Breaking Constraints

    That's really helpful! I went through your scene file and it all makes more sense now. Cheers!
  11. Hi everyone! I'm relatively new to Houdini, and I came across a tutorial which explained the bullet solver for H13. I am trying to recreate the effect that he got at 53:15, where primitives were deleted from the constraint network when a force over a certain threshold was applied. tutorial: As I understand, the SOP solver was changed in H14, and I therefore don't have the object merge node that he has. I downloaded the example HIP file and copied his node into my own project and managed to get it working, however I'd like to know how it actually works, rather than just copying and pasting! The data that the node is bringing in, is as follows: `stamps("..", "DATAPATH", chsop("relnode") + ":Relationships/" + chs(chsop("relnode") + "/relname") + "/" + chs(chsop("relnode") + "/relationship/dataname") + "/Geometry")` This isn't like anything I've come across so far in houdini - if anyone knows what this means, and could explain it I'd be very grateful! Best, Stephen