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dD_ last won the day on January 9 2015

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  1. Fem Cloth H15

    hi community, some times ago i've got a pretty simple task - make a waving flag, you know, object, solver, wind force. Buuut, in h15 cloth become a little strange. Wind force do some strange stuff with fem cloth, btw in tutorial "waving flag" http://www.sidefx.com/docs/houdini15.0/cloth/flagin help side fx suggest to use wind force but in here http://www.sidefx.com/docs/houdini15.0/cloth/influencing_cloth sfx told :"You should not use the Wind Force DOP or any of the other forces in DOPs because they will generate inferior results compared with the Air Drag model.". Okay, buut when i tryed to use External Velocity Field it didnt work, after that i found this: http://forums.odforce.net/topic/24155-forces-in-dops/ and http://forums.odforce.net/topic/17556-cloth-arbitrary-vel-field/. So external velocity doesn't work too, according that, i have not any working wind force? Or i had missed something? In a second way i need an advice about this https://www.youtube.com/watch?v=11GUii0MKvM i've got alot of troubles with flags locating at the top of the mast . How to make close enough simulations? On forums i found a lot of old good setups but, they dose not work in houdini 15. Thanks for help
  2. I promised, that i will publish some source files and here they are. Inside you can find some network from demovideo, from pre work to render. All assets are unlocked(i used its for git), don't pay attention to that. Happy x-mas. Tree_generator_demoscene_unlocked.hipnc
  3. New demo, all new features lists in first frame. I'll post sources and setups from demo video in the near future.
  4. New demo video - creating small tree:
  5. Non Procedural Modeling

    It's a good work Alex.
  6. New step of work and new test render. Rebuild everything, make new leaf shader from scratch and a lot of test and tweaks with sca source setup. Full list of changes and improvements will publicate with a new demo-video.
  7. So, shrub-demo looks good, but, it has a lot of small and big bugs and they more noticeable in big tree case(next demo will be about growing trees). On some of them I'm currently working now. - non-uniform leaf scatter, it produces overloaded area and defect in small branches - post correction module works good, except that cases, when he try to fix more then 90 degrees turn. When he faces with area like that, he crushes all branch, totally restructuring it. So he work very slow, and make some parts of crown too curly - Shading\lightning, in demo-video, it looks a really bad, in next demo i need good leaf and bark shaders and improved light. - First problem was solved today solution was very simple - use resample sop instead scatter sop. May be in need some tweaks, because we still have overloaded areas, but small brunches look good, you can see it on screen - I spend some time examining a correction module, add one small tweak - now he try to lift up hanging brunches, but i have no a simple solution, so continue to work on. - Improve light setup(using hdri), fix uv on trunk Illustrations: Before tweaks After tweaks
  8. Hi, i'm working on procedural tree generator in houdini's environment. It's based on space colonisation algorithm, but in next version curve-based pipeline is will be include too, because SCA produces an unpredictable results sometimes. Implemented by Vex, Python and standard nodes. - Correct growth based on colonisation algorisms - Module system for any kinds of vegetation - Fast source and additional modules based only on vex and cvex - Auto correction and smooth for geometry Some days ago i make first demo video: Here i will post some further steps in a workflow, hope for your advices and feedback