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Showing most liked content on 09/12/2013 in all areas

  1. 1 point
    Hi, I am working on small tutorial that help you understand basic principles of raytracing and have some fun with Houdini. You will be able to create fully working raytracer inside VOPS without any coding or scriping (no tricks or cheats). It is step by step, written tutorial explaining very basic principles of this topic so no need to worry about math or lack of high houdini skills. Raytracer will have abilities to calculate simple shaders, anti aliasing, depth of field (and more to come) I am trying to add part by part every week on my website http://tmdag.com, Have fun!
  2. 1 point
    i wd suggest a trio : + the good H12's-wishlist-thread opened by the same forum member . .cheers
  3. 1 point
    If you use a smooth sop, make sure you update the normals with a facet sop afterwards (post compute normals). Otherwise there are ways to smooth the fields in the vdbsmoothsdf sop. You can use this and/or combine with more smoothing as needed. If you get into a situation where the splash looks good, but the flat surface looks too noisy you can blend based on the y position or speed of the points between a smoothed and non smoothed version with a simple vop.
  4. 1 point
    There are a few things you can do to tweak the water's reaction to your boat. The first is to reduce the Velocity Scale on the Flip Solver's Volume Motion/Collisions tab. It defaults to 1 and min is 1 on the slider but you can set this to say 0.8 to 0.5 and the amount of wake after the boat and the amount of splashing will be reduced. Another thing you can try is the Spatial Scale parameter as that scales a whole bunch of various internal parameters on the Flip Solver including the velocity scale. It works fairly well but in my quick internal test the Velocity Scale had a better effect of diminishing the amount of splashing. Yet another thing you can try is the Transparency feature on the FLIP solver introduced in H12.5. The Transparency parameter also in the Collision tab a few down from the Velocity Scale is meant for objects skimming or slightly submerged in the fluid plowing along. Think of a submarine just skimming along with sheeting water over it. Transparency allows some of the velocity and particles to actually pass through the object thereby reducing the displacement and the energy. So yes with higher values of Transparency you will have some fluid leaking in to your collision object. You can remove these particles post sim quite easily. In effect Transparency makes the FLIP sim a bit or a lot transparent to collision geometry. The effect of Transparency is very effective in reducing the amount of energy moved in to the surrounding FLIP fluid. In my quick test of a boat skimming on the surface even a value of 0.1 for Transparency and leaving Velocity Scale and Spatial Scale at 1 worked very well at reducing the amount of wake after the boat. ---- After my quick tests, I'd try a wee bit of Transparency first to reduce the splashes. Btw to get bigger splashes, reverse what I said above about Velocity Scale and Spatial Scale.
  5. 1 point
    Absolutely brilliant idea - Really keen to see these.
  6. 1 point
    Great job, thank's for sharing
  7. 1 point
    that is such a phenomenal idea, great job!
  8. 1 point
    Some tests demonstrating a VDB fracturing system I developed: I've found it offers a lot more control, flexibility, and better results then the VDB fracture SOP. Every iteration of my system removes a fragment from the input geometry and converts it to separate piece. These fragments can be placed randomly, or they can be placed at the edge of the piece removed the previous iteration - this provides the "decay aggregation" effect seen in the 2nd and 3rd fracturing.
  9. 1 point
    Someone needs to make a consolidated version of this along with the one on the SESI forum. So many good ones are buried within the pages
  10. 1 point
    Cheers guys! Bolt hope life is treating u well at DN. We should get a beer in. It was all rendered in pbr, we got a chrome ball and grey ball plate for every shot as well as HDRIs. We turned the HDRIs into a cube map that got projected onto accurately modelled scene geo as well as camera projecting the backplate onto scene geo in some cases. However the bulk of the lighting was done using spot lights and standard lighting techniques as we found that the secondary bounce light didn't contribute a great deal to the fur at all. Pixel samples needed to be cranked pretty damn high as it is really only resolving the fine hair geometry that was the source of noise. Whiskers were rendered separately for this reason. The biggest thing I would stress (and it sounds simple) is that it is all about the model! Once the model is right everything else follows. There are too many creatures online with totally wacky proportions. If you are making a squirrel, roto a real squirrel image! We had all kinds of ugly rats to start off with...
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