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Showing most liked content on 10/31/2016 in all areas

  1. 1 point
    Hey Guys, I've created an uber shader for octane in houdini . You can get a glimpse of what it does in the videos below. Feedback is always welcome! Im doing a Memorial Day weekend sale with the shader package half off. BUY HERE! https://gumroad.com/l/kfrki/memorialday Shane
  2. 1 point
    Hey, i am trying to do an effect where a wooden skybridge is being blown apart by a cannon. I have been given a set animation of the bridge floor which has been specifically animated and i have pinned voronoi fractured wooden planks to that. I then want to procedurally destroy the planks using keyframed objects when they collide. At this current stage i kind of have a working setup but having attached the planks to the animated floor using DOPImport and Transform pieces i seem to be getting a strange offset. By narrowing down the previous nodes it appears that the poffset is coming from the voronoi fracture node but i cant seem to fix it. Any ideas? Or any ideas on how to better set this up? Thanks *Scene file is attached. houdini_planks_test15.hip
  3. 1 point
    Not my work Atom - though I love you believe I'm competent enough to create that setup. That being said, if you have the coral letter model, you could probably tweak a setup like this to create a similar type of deformation.
  4. 1 point
    Thanks for sharing that one Dan! Here is the letter T as the food source. Drop down some UVs after creation and dial in the scale XY for the UVTransform. Follow that up with a tilable tech displace map and you get Orgotech or Technorganic. Here is another image using the Mantra Skin shader.
  5. 1 point
    Hi All, Just wanted to share my explorations on this theme. This thread has given me the push to explore a couple of coral growth papers I have been interested in for quite a white, particularly this one: http://www.sciencedirect.com/science/article/pii/S0022519304000761 After playing around with some of the setups on this thread I built a solver based that is a bit of a mutant space colonization system - in that the coral grows towards a food source. This means you can drive the simulation to fill objects and makes it controllable from an artistic perspective. I have attached the HIP if anyone wants to play. Dan. HOU_CoralGrowth_v1.hipnc
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  7. 1 point
    Project Non-Divergent Step and Mushrooms The Project Non-Divergent DOP is responsible for 99.9% of the simulation's behaviour. Yes hundreds of DOPs inside the Pyro Solver all playing a part but all funnelling through that single Non-Divergent step. This means that if you don't like the look of your sim and the mushrooms, it's ultimately because of the Non-Divergent step creating a vel field that doesn't do it for you. If you want to see for yourself, unlock the Pyro Solver, dive in, find the Smoke Solver, unlock that, dive in and find the projectmultigrid DOP and bypass it, then play. Nothing. For most all Pyro sims, this is the Project Non-Divergent Multigrid as it is the fastest of the Non-Divergent micro-solvers. This specific implementation only takes the vel and divergence field and assuming across the timestep that the gas is non-compressible when divergence is 0, will create a counter field called Pressure and then apply that pressure field to the incoming vel to remove any compression or expansion and that gives you your velocity, nice turbulent and swirly, or combed straight out. Just tab-add a Project Non-Divergent Multigrid DOP in any dop network and look at the fields: Velocity Field, Goal Divergence Field and Pressure Field (generated every timestep, used, then removed later on). All the other fields in Pyro are there to affect vel and divergence. Period. Nothing else. At this point I don't care about rendering and the additional fields you can use there. It's about vel and divergence used to advect those fields in to interesting shapes, or mushrooms. If you want to create your own Pyro Solver taking in say previous and new vel, density, temperature, and then in a single Gas Field VOP network, create an interesting vel and divergence field, then pass that straight on to the Project Non-Divergent Multigrid microsolver, then advect density, temperature and divergence afterward, go for it. Knowing that only vel and divergence drive the simulation is very important. All the other fields are there to alter the vel and divergence field. So if you have vel vectors that are combed straight, divergence (combustion model in Pyro) or buoyancy (Gas Buoyancy DOP on temperature driving vel) have a lot to do with it. Or a fast moving object affecting vel...
  8. 1 point
    Like SOPs, these types act as filters and modifiers of the data that passes through them: POPs - filters points and attributes as particles, similar to SOPs CHOPs - filters clips, which are essentially 1D arrays representing channels COPs - filters images (2D data) The other network types don't pass data, but define relationships: ROPs - sets up dependencies between renders SHOPs - defines shaders for various shading contexts (surface, displacement, etc) DOPs - defines how the simulation will be solved by setting up relationships between forces, geometry, and solvers This are pretty simple explanations, glossing over a lot of the details, but that's the basic idea.
  9. 1 point
    POP = Particle operators DOP = Dynamic operators CHOP = Channel operators SHOP = Shader operators (like Maya's Hypershade, shaders are built with VOP nodes) VOP = VEX operators (more on VEX here)
  10. 1 point
    Excellent list. One observation it would be that it favors a little bit too much the view of TD = programmer. I think a good visual knowledge and a creative thinking are things that are as useful (and can also be learned), because all the programming in the world won't make a good light shader if you're not aware of how it should actually light the scene from an aesthetic POV. Lots of my TD time is actually spent figuring out how to approach and solve a new problem, and many times the solution might just be a clever SOP/CHOP network without any programming. Here are a few books which I think would make a nice addition to the list (they definitely helped me): http://www.amazon.co.uk/Filming-Fantastic-Visual-Effects-Cinematography/dp/0240809157/ref=pd_bxgy_b_img_a http://www.amazon.co.uk/Painting-Light-J-Alton/dp/0520089499/ref=pd_bxgy_b_img_a http://www.amazon.co.uk/Matchmoving-Invisible-Art-Camera-Tracking/dp/0782144039/ref=pd_sim_b_3 http://www.amazon.co.uk/Art-Science-Digital-Compositing-Techniques/dp/0123706386/ref=pd_sim_b_1 http://www.amazon.co.uk/Digital-Compositing-Visual-Effects-Animation/dp/024080760X/ref=pd_sim_b_3 Dragos
  11. 1 point
    Thanks for posting this Peter. I'm sure this will be extremely valuable to all of those seeking direction, myself included. I have quite a few of these books but I can't help only reading half before I move on to something else. Time to knock that habit and finish one. Jason Edit: Did you finish reading that new CUDA book? I was going to buy it but wasn't sure if it was worth it. I haven't programmed in OpenGL or CL or C++ so I bought the red and orange books and was going to read those before I moved on to the CUDA stuff. What do you think? Edit again: A couple other books that I have that might be good for TDs are "Level Set Methods and Dynamic Implicit Surfaces" by R. Fedkiw (Took me a week to get through the first chapter, then I quit. Definitely some challenging stuff), "The Computational Beauty of Nature" by G. W. Flake, and "The Algorithmic Beauty of Plants" by A. Lindenmayer. The last two are geared towards recursive growth, and from what I've heard, no one is using l-systems for plants and modeling them instead. These books still might serve some use to those who are interested.
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