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vinyvince last won the day on September 23 2020
vinyvince had the most liked content!
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44 ExcellentAbout vinyvince
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- Birthday 07/12/1976
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http://fr.linkedin.com/in/vincentthomas
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Vincent Thomas
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vinyvince started following Create Realistic Clouds in Houdini - VFX BREAKDOWN, Houdini 19 Wishlist, Redshift...euh why are you... and and 7 others
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- Stability , please no more crash when just changing viewport panel maximize to normal... - Viewport performance on steroids. Eeve and redshift a good example... Key words of 2020 were virtual production with increase productivity, real time and interactive feedback. Try to figure why... - Performance enhancement. Basic operation like subd should be like multithread bevel which doesn't get randomly crazy with inset... - Enhancement on daily functionality: Things like Drag and Drop , search tab feature for wrangle preset, viewport occlusion preview is a joke... When importing an geo, will like to be able to see preview capture inside my nodal instead of a pet or car sticker, even if I love animal . Think importanting 50 megascan asset to do your layout and see why you would like such simple but useful things by default - Dynamic and interactive sky and clouds painting like in Unreal, Real time material painting with decal placement, dedicaced better cloth brush sculpting. - Production-ready Python 3 version - Chop, Cops need attention... - GPU support and not via external effort (Axiom) -
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Thanks @Atom for the suggestion. Actualyl the main problem was Redshift could have some problem doing tangent computation for the normal bump. Best is to compute yourself and pass it to Redshift using a polyframe. The difference could be dramatic Found another issue as well with the Lab import FBX which even is marked as hidden, obj remain visible. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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- procedural env
- redshift
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Hi Im getting nutz.. I built the Hoover Dan, in construction in 1932 Colorado, entirely procedurally in Houdini, All went fine until I started to do test rendering in Redshift with something different than a basic material with no texture. I only use 2 differents materials, no displacement or anything fancy for now, quixel surface, and now Redshift is extremely SLOWWWWW to start showing the first pixel… like 8 time slower, more than 30min to start, or don’t even start sometimes… What could I do ? What could be the issue? Idea? Please help, I have no much hair left ! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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sand grains upres scale variation - OR... HOW TO NEARLY BLOW THE FAN ON YOUR PC!!! :)
vinyvince replied to anthonymcgrath's topic in Effects
Tesan , You would probably remain an enigma to me in 2021:) Happy new year buddy! -
sand grains upres scale variation - OR... HOW TO NEARLY BLOW THE FAN ON YOUR PC!!! :)
vinyvince replied to anthonymcgrath's topic in Effects
Ok, after maybe one or two thousand nodes and many different techniques, my env is looking already great and close to my target. Good What about if I want to add the cheery on the top and run a *large scale* sand grain simulation there to get a natural sand accumulation over all my env, with a custom building colliding optimize geo of course, the ones i already used to run few simulations (bullets base). A more realistic effect that running a scatter in a loop. My grain setting up is working but obviously, that's quite slow and the conversation to VDB is also quite heavy. Just curious if one f you have already done some large scale grain simulation on a complex full env (let say 400m on 400m with human hard surface structures on it, not only a cliff ) ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas -
Custom pivot location on packed primitives
vinyvince replied to GeneralLethal's topic in General Houdini Questions
So far, in my experience that's doesn't help. The way im doing is passing by the origin, not the centroid and be sure i center and align the bounding box of my geo before packing -
You could use an array as a detail attribute and look for the matching Id ? s[]@test={'Alpha','Bravo','Tango'}; And to read it back: string read[] = s[]@test; s@a = read[0]; s@b = read[1]; s@c = read[2]; for(int i=0; i<len(read);i++) { printf("read = " + "%c\n", read); } Happy new year Houdini people! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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@tagosaku Here's one other option for your wrangle with 4 lines only You could add change last line to v@P += offset*ch("mult")*chramp("with",@curveu); if you want to the curve off to spread according to the initial radious width variation of your curve... then detangle ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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box stacking no interpenetration
vinyvince replied to Marcomeeuwse's topic in General Houdini Questions
You don't need a DOp to fix the penetration problem, the problem come from the resample which drive the copy number with a box of one unit. If you project your curve to straight line and compute your resample distance there and comeback to your curve after, it works, no box penetration. ( i tweak your curve and ramp here but that's not important obviously) Now this become more difficult if you have piece with different topology and size... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas -
I havze to do a Vex similar solution but not the same reason. One thing i found counter intuitive to maybe not possible is to be sure the geo will deform on all the curve lenght. So if i give 20 curves with different lenght, i will also adjust to fit. I can't make it with the path deform, quite a relatively complex node if you dive inside but well with few line sof vex, i get what 50 nodes didn't and faster
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Dynamic photorealistic Sky Cloud atmosphere. Air/water system for weather sim? I could do that in Unreal 4.6 and Terragen, now
vinyvince replied to vinyvince's topic in Effects
I feel almost tented to come back to Terragen haha- 4 replies
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- unreal 4.6
- sky
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Dynamic photorealistic Sky Cloud atmosphere. Air/water system for weather sim? I could do that in Unreal 4.6 and Terragen, now
vinyvince replied to vinyvince's topic in Effects
Thanks Monsieur Tesan, thanks you for always trying to help people ! There is one or two files who looks interesting, cheers man. There are a few good post on this website, but nothing that match trully my target. They mostly focus on cloud modelling and shading and not weather simulation. This is tricky , especialyl when you need to keep iteration possible at a reasonable time without a quantum computer and you are aiming at a better result than just a scattering instance clouds approach ( even if each has its own pyro sim or volume noise adjection). All the rich diversity of clouds, shapes and density that are alive their, which look photorealistic for a highend film, looks obviously like a sky and a smoke sim which try to look like a sky I think unreal sky like in my video example will give the first input, im waiing for Epic to answer few of my questions Fluid Water/air sim are not my area of expertise and it's quite a complex one. I guess there is something possible to find with custom control field based temperature/divergence/velocity, The Project Non-Divergent , vortex confinement, noise to different physical property to add variation, custom drag forces, gaz damp ... That's a lot to play with I suggest to read words of Jeff from Sidefx about Pyro and i found this video is quite interesting too. https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas- 4 replies
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@k2p8 Merci Matt, that's a cool one I like it even better with the this minor addition in your wrangle to not only sample one central point int pclose = nearpoint(1,@P); vector pos = point(1, 'P', pclose); float radius = chf('sphere_radius'); ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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Put a vellum solver just after your vellum cloth node in SOP, you don't need a DOP
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Create Realistic Clouds in Houdini - VFX BREAKDOWN
vinyvince replied to VFX Grace's topic in Finished Work
There are not much post of this important but delicate subject, hi just post another one today Did you run one sim for all, or each cloud is instanced and has its own pyro pre sim cache ? It's hard to manage the system with fluidity ir you have for each cloud to run and adjust the sim each time While your results are excellent, they still look too synthetic to me to be believable and im not sure how we could manage to create many kind of different sky scenery going this way... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas- 10 replies
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- cloud vfx
- houdini cloud
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