# ssh

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ssh had the most liked content!

## Community Reputation

17 Good

• Rank
Peon
• Birthday May 25

## Contact Methods

• Website URL
http://www.shlyaev.com
• Skype
sergey.shlyaev

• Name
Sergey
• Location
Montreal
1. ## Ship Kelvin Wake

Made an updated version for Houdini 16, should work for H15 as well. Wake deformation done as point wrangle. Get the scene file here: http://www.shlyaev.com/files/hip/ssh_kelvin_wake.hipnc To see source code look onto point wrangle node.
2. ## Water inside of air field

This turned out to be an Orbolt glitch.
3. ## BSDF Bonanza: GGX, Microfacets, Disney BRDF and More

2*pi probably comes from the fact that Mantra expects probabilities expressed in hemispheres as well as other render engines do. Surface area of a full sphere is 4*pi*r^2. Surface area of hemisphere above the shading point will be half of that, 2*pi*r^2. Since it is unit hemisphere, we can ignore r^2. So it is just 2*pi.
4. ## BSDF Bonanza: GGX, Microfacets, Disney BRDF and More

Awesome work, Jim!
5. ## Microfacet Refractions

It was done in 2011 for Mantra micropoly. Using ggx bsdf that I've implemented by myself. AFAIK, Houdini does not have this model built-in at the moment.
6. ## Microfacet Refractions

Hey John, That video is actually from Mantra. Edit: I've updated Youtube video's description mentioning that it is Mantra.
7. ## Water inside of air field

That's cool Ian. The other approach to bubbles in the flow may be using reseeding in flip solver. Playing with oversampling settings to get different sampling settings for the surface and interior of the fluid gives cavities as well. That trick is working great in Naiad (https://vimeo.com/47556195 skip to the end of the video).
8. ## FLIP with "Air Field"

Just to add: anyone interested in airfields can download setup from Orbolt. http://www.orbolt.co..._with_air_field Also it was discussed here at Odforce as mentioned by edward: http://forums.odforc...e-of-air-field/ Edit: In terms of simulation speed, latest version of my setup does not add significant overhead for final resolution sims. I.e. when simming tens of millions points it takes same time to compute a frame as without the air field.
9. ## Water inside of air field

This setup is now available via Orbolt asset store. http://www.orbolt.co..._with_air_field
10. ## Marschner hair model

Do not know about the default fur. In my shader they are used for the purposes of light linking. So you can choose which lights are illuminating hair and which are not. Categories are passed straight to illuminance loop inside of shader. For more information on this please refer to the docs: http://www.sidefx.com/docs/houdini12.1/light/lightandshadowlinking#categories http://www.sidefx.com/docs/houdini12.1/vex/functions/illuminance
11. ## Marschner hair model

You need to set light categories in shader as well, so it knows which lights to pickup. Take a look at the attached file. ssh-marsh-light-cat-prob.hipnc
12. ## Marschner hair model

Can you please post an example file so I can check and fix it?
13. ## Water inside of air field

I was working on it for some time. Check it out: https://vimeo.com/60134752 Air is added only where it's needed basing on sdf of main fluid. No bounding box needed. One can control thickness of air shell, amount of air particles, limit air to specific hero regions etc. Also done some extra steps to proper detect droplets with this approach.
14. ## Water inside of air field

As a nice side effect one do not need to do any additional tricks to get better behavior. Which saves fx artist's time a lot. Container, emitter, initial velocity - done.
15. ## Water inside of air field

Time difference is probably caused by the fact that you have to simulate much more particles. Because all the rest of container is filled with air. There might be way to optimize this and have air only where it's needed. I am checking it now. This is just a proof of concept to see how much can we get from this approach.
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