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Showing most liked content on 06/11/2016 in Posts

  1. 6 points
    I was just about to post that Neilan Here's the cool embedded vimeo version: Mostly Houdini/mantra
  2. 2 points
    The journal (renamed the Changelog) is now available natively on the new website: http://www.sidefx.com/changelog/ This should work more effectively and won't require a redirect to the old site. Thanks for your patience as we migrate to the new site. Downloads and the Store are now being worked on! Robert
  3. 2 points
    Credit: Concept, Design & Direction: Method Design Production: Method Studios NY Creative Director: Jon Noorlander Director: Rupert Burton Art Director: Johnny Likens Lead Houdini FX Artist: Tomas Slancik Houdini FX Artist: Vraja Parra Rigger: Ohad Bracha Producer: Adrienne Mitchell Motion Capture: House of Moves Client: RSA/AICP
  4. 1 point
    I'm creating a short design/vfx film about the birth of Venus. The film will be divided into three acts. Act 1, the discarded part of Uranus cast into the ocean. Act 2, Venus forms from sea foam. Act 3, rising from the water. It will be a highly stylized and a creative interpretation of the story. Almost all of the film will be done in Houdini, mostly by myself. Character animation will be done in Maya, but rendered in Houdini, as well. As I'm nearing completion on Act 1, I'm going to start posting WIP shots here and little R&D tests. So, to start, here are the first two shots. 100% Houdini, except for the background sky plate. Composited in Nuke.
  5. 1 point
    i like it too. The only thing that looks kinda weird is the orientation of the building accordin the foreground. Unless the building it's already banking when the video starts, of course. But i sucks with "perspective" and all the stuff, i'm just speaking from "eyeballing" ^^
  6. 1 point
    I read the Changelog in the morning, instead of newspapers.
  7. 1 point
    Easy to test - unplug the ethernet and turn off wi-fi! Houdini still works! Afaik it's must be connected, or as above, to license it, then you can run Houdini as much the license is valid. Indie is one year, Fx is forever, Apprentice is one month.
  8. 1 point
    http://license.sidefx.com/help.php?platform=linux&commercial=no&mode=quickinstructions Activating a Houdini Product without Internet Access If you do not have internet access from the machine running Houdini, you will need to use a second machine with internet access to acquire your licenses. Run hkey to start the Houdini License Administrator. Click on the Server Information tab and record the license server host and the server code. From the machine with internet access, go to http://license.sidefx.com/get_nc_license.php. Enter the server name and server code and select the Houdini product to activate. Cut and paste the SERVER and LICENSE keys and and save them to a file on a disk. On the machine running Houdini, select File -> Manually Enter Keys.... Paste each key into a text box usingCtrl+V and press OK. You can now run the Houdini product.
  9. 1 point
    It should work fine without an internet connection after you have licensed it for the first time. I have had several times where I was without internet for several days and it worked fine for me.
  10. 1 point
    I can't speak for DICE, and I haven't researched that Battlefield building collapse at all, but it's almost certainly entirely pre-simulated. You wouldn't risk having something as drastic as that in a multiplayer map utilizing any realtime simulation, except for small debris. Not when you need to maintain a consistent framerate and sync over a network. Like others have said, presimulated animations are used extensively in games, even in singleplayer. Realtime simulation still has a long way to go, (DMM is impressive, but limited in realtime). Any time you want to art direct a collapse to behave in a very specific way, it just doesn't make sense to leave it to the whims of a realtime solution. The same is true of (sometimes), cloth and fluid simulation. Good cheap realtime cloth exists, and it's used extensively for characters, but sometimes for specific fidelity or looks, presimulated is the way to go. Generally, if there's any risk of a realtime solution producing an unfavourable result, you bake it - it's more optimized that way, anyway. Believe it or not, Alembic *is* used in some engines. I forget other examples right now, but Crytek's Ryse used realtime Alembic loading extensively. For our part at Naughty Dog, every animation (cloth/rigid body/fluid) that isn't done in realtime gets baked down into a joint animation, and is handled virtually identically to any other animated object/character. For destruction, that means large scale structure or building collapses (we still rely heavily on realtime physics for anything the character can interact with). On the other hand, cloth is almost entirely realtime in Uncharted 4 (using a vertex shader technique that integrates with our wind system), except for a handful of instances where we specifically needed more interesting looks, fidelity, or character interaction - this certainly wasn't true for The Last of Us, where almost all the environment cloth animations were prebaked. Our fluids are also almost entirely realtime now - but we typically don't have anything with the fidelity of a FLIP or SPH solve in-game, except for some closeups in cutscenes.
  11. 1 point
    I tried to create a simple sphere emitting some fluid. If i enable Save Checkpoint and generate my .sim sequence (let's say to frame 49), then i can scrubs between 1 and 49 with no Cook time.
  12. 1 point
  13. 1 point
    http://www.go-ghost.com sub-pixel sample compositing system
  14. 1 point
  15. 1 point
    mostly on ODFORCE looking for the solution
  16. 1 point
    some much so explain. fractals --> you start with simpler GEO like curve or cube, copy and translate it randomly a little and repeat this setup over and over again. After you messaure length of splines, calculate density with point clouds and mix together with to ramp colours for multiply it with extrude Parameters etc... this is a good Talk, how basic fractals works :
  17. 1 point
    found some time to make an example ts_stable_stick_locations.hip
  18. 1 point
    Here's the solution that I came up with. It was a pretty simple fix. I just spun a wheel, grouped points on the wheel within a bounding box, and deleted any points on the wheel that weren't inside of the group. I then sourced some particles from the remaining geo. tire_burnout_fixed.hipnc
  19. 1 point
    If you wanted to save some money but still get good performance and be able to handle large data sets, try the i7 4930k with 64GB (8x8GB) and get a 64-128GB SSD to use as swap. Running out of physical memory won't grind the system to a halt with an SSD the way it does with a mechanical drive; in fact, you might not even notice it swapping. Plus 16GB DIMMs are really expensive, and only available for servers (in the form of registered DIMMs) at the moment.