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.

Spyrogif

Members
  • Content count

    93
  • Joined

  • Last visited

  • Days Won

    15

Spyrogif last won the day on June 16

Spyrogif had the most liked content!

Community Reputation

148 Excellent

About Spyrogif

  • Rank
    Peon

Personal Information

  • Name
    lo
  • Location
    Paris
  1. It's a footage here. Just some glitter in water shot with a 5D. But it should be easy to replicate fully in houdini. Some particles and some noise>then put the camera F-stop very low and use a custom Bokeh file just to get nice irregulary filled boke shape. Crank up pixel sampling to get something noise free and use very low value or 0 for parameters like reflexion diffuse and refraction quality and limits.
  2. Thanks guys
  3. You can now follow this on Facebook too. Feel free to subscribe. https://www.facebook.com/spyrogif/
  4. i think you have to takle this the simple way. I you need this camera angle don't deal with collision you don't need it. Camera Fov, Dof, and good scattering and intelligent normal distribution will do the job for you. Try this way. Make a circle with a wrangler or vopsop add a density value with a turbulence scatter some points add a ripple sop do animate the ground add a point sop plug the scatter in input 1. Add a transform node to the scatter and multiply uniform scale by 1.1 and plug this to input 2. Add $TX2-$TX,$TY2-$TY, $TZ2-$TZ to normal this will will be your template for copy node. now the "plant" make an l-system with very simple rule like premise FA rule1 A=+FA plug this to your copy node Stamp value for generation and angle generation something like fit(rand($Pt),0,1,0,ch("grow")) angle something like sin(($F*2)+$PT)*5 you can add plenty of attribute like width to get meshing like @width=fit(@ptnum,0,@numpt-1,1,0); in a wrangler sop now you have a basic setup to make it more systemic you can accumulate value into the template. You could use point cloud to accumulate value and send this as reference into the copy sop Don't use any kind of collision detection. I you really need it. Just group the first l-system point. DOP wires the object. Add pin constrain call the firsts points group. Simulate get back wire simulation make the mesh after with this. ...but i really think you don't need DOP for this...only sop solver....
  5. make a full simple model. turn it to volume. Do some scattering points on volume. Copy some sphere with noise on this points with random stamping value. Turn the brain to vdb. Turn the bubbles to vdb. Do some vdb combine using SDF difference/SDF interrestion. Make some vdb filtering like erode/dilate/smooth. Turn the result to polygon. Make some shadings with displacement and sss.
  6. In fact they are not so great. the lighting help a lot. A lot of self intersection. how do i model trees. add a line, point will be branching. Create a normalize value with those points something like @NormVal = fit(@ptnum,0,@numpt-1,0,1); Feed this value into custom ramp in spline mode. Make a lot of them for any branch parameter you want (lenght, width, rotation, noise,color, twist,etc). Deform this bone with any technique you like and multiply the deformation by this normalize point count value, use a ramp to make it user friendly. (to make the base static and the tip move a lot) Use this as template to stamp branches with your custom values. Repeat process for sublevel branches or use very simple l-system rules. Add a polywire to mesh trunk/branches (you can get back the width value you setup earlier)...add some simple textured quad to make leaf. Take a look at this website http://algorithmicbotany.org/papers/ it's not only about l-system, a lot of design/modeling idea i used come from here. This technique works pretty great to model stufs like spine/ribon cage, fishbones,feathers, bridges..... One more tip, when working with plants stuffs...they is some magic number. For example when you rotate branches around the trunck, try to increment each branches rotation around the trunck/bone by 137.508°. Basicly this is how speedtree work....make your own speed tree ! Somebody upload an free tree asset on orbolt, you should take a look. it's works the same way.