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mattak

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mattak last won the day on July 10 2016

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About mattak

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    http://artkilldotcom.tumblr.com

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    matt
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    London
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    VFX and digital art

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  1. Yeah your right. If I just use Forced matte and completely remove all phantom objects it renders the same, though I wouldn't necessarily expect it to, as only the spheres (waterGeom) are in Forced objects.
  2. Hi everybody, thought I'd throw up a simple file to demo the problem, In the context of rendering a flip sim mesh in mantra, with the env geometry as both holdout 'forced matte' and 'forced phantom' to have it still show up in reflections and refractions, I have a situation where by adding the object as forced phantom, it cancels out force matte. But as a work-around - it seems if I duplicate that same env geometry, by copy&pasting the sop, and setting that new sop to be the phantom and not the original, mantra renders as expected. Go figure... Cheers, Matt 01 Render with everything visible 02 forced phantom cancelling forced matte 03 both forced matte and forced phantom working after sop object duplication phantomHoldoutTest_v001.hip
  3. Spyrogif

    Cool only just came across this, Another Houdini GIF guy. Just followed you on tumblr. I accidentally got into Gif making back in December as it's a good excuse to publish (pump and dump) Houdini r&d experiments. I'm impressed with your retention of render quality though once you push it through the GIF making process, as this can crap-ify nice looking renders. A few I've made, I had to resort to keeping as video loops which in the world of Tumblr is a bit of #fail I know. some of my efforts: http://artkilldotcom.tumblr.com/ Though I'm not a Houdini GIF purist and also use Processing, AE, datamoshing, etc etc. Cheers.
  4. water drops on bottle

    Try this thread:
  5. Ok it's probably 2 years late but here's a hip file based on the above rivulets setup. Sorry it took so long - I actually prepped this file back in 2014 to upload but could never figure out how to - but here it is. I still get constant requests for this setup or help with similar so it should still be useful. Note - it this example uses the old popnet method. But the vop stuff is still all good. SDF_voppop_particles_flow.hipnc
  6. @Juraj Actually I think that might be spot on. I can definitely run with this for a while and see what happens. Cheers!
  7. Hi all, I've run a ground while building a set-up for creating centroid points from surface prims, animating/deforming the points, then applying the animation back to the prims via a matching prim_id or prim group_id. The prims in question are separated via facet and partition sops, and all their numbers do match/correspond to the animated/deforming point numbers. The lookdev would be sections of a surface dissolving/evolving via the incoming point motion. Something roughly in this direction: I'm just not sure how best to go about copying the motion back to the prims. After some heavy googling, I've been looking at forEach and copy_stamping as an approach but no luck so far. Have a look at the attached hip. Any help would be appreciated. prim_id_or_group_id__to_follow_point_id_motion.hip
  8. Arrrg. Something presumably so simple, but I can't for the life of me figure how (or where) to do this. I'm presuming that once I've successfully uploaded said file, I then use the 'My Media' button above my post to attach the file. Ironically as I write this post, there IS an 'Attach Files/Choose Files' option below the text inputting box, but not when I post normally to the general forums. So... an easy one hopefully. Thanks in advance! Matt
  9. Morphing VDB shape and UV

    Hi Sylvain, This is a followup to your DM about the UV Texture to FLIP particle fluids mesh RnD on Vimeo. Firstly have a look and download Spev's hip file here: http://forums.odforce.net/topic/15866-melting-a-textured-object-with-flips/?p=97374 Dig through that to get a good understanding as it's a nice simple file. You can then swap out the geometry source with any VDB_to_poly shape (or fluidSource node in my case) you wish to use, adding point UVs in the same way. To fix the UV seam issues should they come up, add a polyExtrude. Here's the source geometry network I used for the end example in the video: Cheers, Matt
  10. I only got as far as the video, but seeing as how every every fx td and his dog seems to want to see my set up this week including Netvudu I said I'll try and post something asap. I just got to get past the current round of crunchtime first... But I will post a hip!
  11. Cheers guys... "Hey you! You give me scene now..." Well actually, I'm a bit busy at work and those project files are at home. Might I suggest this Orbolt Rain freebie to get started with: https://www.orbolt.com/asset/SideFX::vfx_rain I haven't looked it's network but the video demo looks like a similar effect and should get you started. Cheers,
  12. London Houdini Users Group

    Hi Dan, I'll be there I reckon...
  13. Hi Netvudu, thanks! And yes, of course you are correct in that the main control is in the voppop. Initially I was going "right round the houses" trying all sorts including the creep SOP - a noob error I'm sure. So, the particles are split into 4 separate popnets based on the same initial voppop setup, some with trails added, some without, with varying degrees of randomised noise. Within the voppop with geometry is called up via an isoOffset/SDF volume. This volume has a triple purpose: To test if the particles are on or off the surface via a volumeSampleFromFile (along with the point position). To set up the "flow direction" via a volumeGradientFromFile into a crossProduct (along with the points velocity). The volumeGradientFromFile is also piped through to a dotProduct used to compare against a constant to set the "dripping off threshold". I actually had to sit down for a day and watch these maths videos (very out of character) just to get my head round the theories of and as I must have missed that one in school.For how much speed the particles will inherit, the incoming point velocity is measured with a length and multiplied by the flow direction. Wow, that hurt my head. I did the fundamentals a month ago but hopefully I've explained it well enough. Currently I'm scaling up the entire setup so that I can knock out the rivulets pass for the main project it's part of, though with the added shaking motion now on the geometry before it becomes an SDF, it's bringing with it it's own set of challenges.
  14. Hi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.
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