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ygalula

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Everything posted by ygalula

  1. Cube Snake

    Hi, I had some fun with a lot of cubes and copy stamping http://vimeo.com/13959685 Yaron
  2. FDemo Reel

    Hi, I"m an experienced computer engineer seeking a job as a VFX Artist or as a software engineer in the VFX field. I cut together a reel out of my experiences in the last few years: My CV's are attached. Would love to know what you think of it. Thanks!
  3. Torn Ground WIP

    Hi, I tried tearing the ground off this clip (background plate from "Death Proof"). While its not final, I"d love to hear your thoughts about it. (Please ignore the obvious bugs on the left) Thanks! testSmall.mov
  4. Torn Ground WIP

    Thanks, Actually I found it very difficult to render motion blur within Houdini, since some of the geometry is stationary (the velocity is 0), but the camera is moving and this camera move is blurring the projected texture (thus making it different from the background plate). What I did was: 1. I rendered a velocity image and blurred the image in Nuke using those motion vectors. 2. I blurred the edges of the image using motion vectors from the camera move within Nuke (the edges of the crack was much too sharp without it). Perhaps I should pump up the blur amount...?
  5. Torn Ground WIP

    Thanks for all your comments. A new (and hopefully final) version is here: http://vimeo.com/12506895 I added another layer of gravel and changed the colors a bit.
  6. Torn Ground WIP

    Hi, I added camera motion blur (as opposed to the velocity blur that I added previously), only to the edges of the geometry (since the road surface already has motion blur in the background plate), by extracting the edges in Nuke, and adding vector blur using the camera movement. The new version is here: http://vimeo.com/12506895 Yaron
  7. Torn Ground WIP

    Thanks!
  8. Hi, Although its not connected to Houdini, I"d like to show you an iPhone App I developed that implements a basic fluid simulation with particle advection. The basic idea is that you control the fluid with your finger. I made a small video showcasing it here: http://www.youtube.com/watch?v=PAsmP3-qpFA Yaron
  9. The Autodesk App is here: http://itunes.apple.com/us/app/autodesk-fluid/id295089687?mt=8
  10. Torn Ground WIP

    Hi, I made a quick Breakdown video of this shot. Its available here: http://vimeo.com/12874251 Yaron
  11. Torn Ground WIP

    http://www.videocopilot.net/blog/2010/02/camera-projection/ This contains some nice links (not Houdini though)
  12. Torn Ground WIP

    Hi, Thanks for all your comments. I finally found some time to make some progress with this. Here is the latest version: http://vimeo.com/12506895 Yaron
  13. Torn Ground WIP

    Hi, I ended up using velocity vectors to create a 2d motion blur... Would love to hear your thoughts about the new version: small.mov Thanks!
  14. Torn Ground WIP

    Thanks everyone. Nibbler - You can project footage onto geometry by using the UVTexture SOP. I do use something similar to the Spring SOP. It was meant to look a bit surreal. I used a technique similar to the one posted by Aracid here: http://forums.odforce.net/index.php?showtopic=5625&st=0&p=37945entry37945 How do you think I should improve the shading? And another question - I tried adding motion blur, but I want to only see the blur caused by the moving geometry and not by the camera movement (since I already have motion blur on the ground texture). Any ideas on how it could be done? Thanks!
  15. Voronoi - dynamic - location based fracture (WIP)

    Thanks! (I understand my problem now... I didnt see the group parameter in the solver... Perhaps it would be best to push it up to the top)
  16. Voronoi - dynamic - location based fracture (WIP)

    Very nice tool - Thanks! A small question: I try to build a DOP network that dynamically shatters a pre fractured object. I'm trying to replace the rbdobject in the samples with a rbdfracturedobject and I get the fractured geometry, but I also want the fracturesolver to keep fracturing every original fractured piece upon impact. For some reason I only get the first level of fracture (the one I did in SOP) and the DOP solver wont fracture the geometry. Any ideas? Thanks!
  17. Volumetrics

    Hello, I"m trying to understand how Mantra renders volumetrics by diving into the Heavy Smoke tool from the FX tools shelf. Prior to Houdini 9.5, you needed to write a fog VEX shader in order to calculate the integration through the volume, but is seems that in 9.5 (at least in the Smoke example shader) the shader is a 'regular' surface shader (and Mantra somehow slices up the volume for you). What I'm asking is how Mantra knows it's rendering a volume and needs to start slicing it? If you'll look at the surface shader you might think that functions like "metaimport" are called once per pixel (which is obviously not true)... Thanks
  18. Magic Mushrooms

    Very nice!
  19. Odd error

    Hello, When I try to render a frame range of my animation, I get the attached error... However, when I try to render a still image (from the Right Click to Choose render driver from the left of the viewport), it works... ? Thanks
  20. Odd error

    Thanks, I had a camera going along a curve. I tried creating a new camera, parenting it to the problematic camera and rendering through the new cam. And it worked... Anyway, thanks!
  21. Odd error

    Thanks, but I was using 9.5.176 and upgraded to 9.5.213, and it still doesn't work...
  22. Flaming box

    Very nice! So far I've seen 2 methods of advecting particles through fluid: 1. The method in Miguel's hip file (fetching the velocity visualization into POPS). 2. The method shown on the "Advecting Particles" from the "Intro to Fluids" video. The second method is much prettier, only: 1. For some reason I dont have this new advect particles shelf tool (and I downloaded the production 9.5 version)... 2. In this method, one must recalculate the fluid simulation for every change in the particle simulation. This is not the case with Miguel's method. What do you think about it? Could you do it using the second version, but without recalculating the fluid simulation? Thanks!
  23. Fluid-driven Particle Fire

    Thanks for the hip file. I found it VERY interesting to go through it. There are at least 3 concepts in it that I haven't seen in the documentation (I might be wrong). (The source relationship, and the particle velocity vector field, Guide Geometry hack) BTW, Is this Guide Geometry HACK the proper / official way to do this? Thanks!
  24. Fluid-driven Particle Fire

    Very nice !
  25. Siggraph Demo Videos

    Looks very nice. We'd love to see the hip files for the sidefx animations (water simulations, glass explosion, ect..) I think we can learn a lot from it. Thanks!
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