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Farmfield

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Everything posted by Farmfield

  1. Blizzard imitation effect help needed

    So it's about the energy beam thingie, right? Not his head on fire? Because the energy thingy isn't something you'd set up with a Pyro sim, though you could of course use Pyro in/on top of such an effect, but in it's foundation it a SOP or particle effect, depending on how you prefer to set this kinda stuff up - I would personally start in SOPs, then add particles (and perhaps pyro) on top of it.
  2. Ground Explosion

    Check the scene file I link to in the description for that video. I create a point cloud from a mesh converting it to a volume and scattering points in it, then I create a null to represent the explosion center and then I use a VOP to calculate the vector from the explosion center null to each point in the point cloud and store that in the velocity attribute for each point. Now I can feed those values into a simulation, doesn't really matter if it's FLIP, RBD, Pyro, to sculpt the input - like in the video. Here I use a similar technique to create a point cloud from an animated spline, then calculate the cross product from the spline to the point and the up vector (adding some noise in the VOP) to create a "vortex field", then I birth particles on a plane and feed them the velocity values...
  3. FLIP/Grains interaction setup - hip file

    Dunny what kind of hardware you got, Dave, but a tip is ticking the OpenCL boxes, this sim was a magnitude faster using OCL than not. I also believe you could have set this up using a multi solver as both FLIP and grains are particle based simulations, I'm pretty sure you are doing a lot of stuff twice having them interact like this - if you jump into the FLIP and grain solvers you can see how they themselves are set up and how everything you are doing could happen one step into either one of these solvers. With that said, jumping into and starting to dissect the solvers isn't the easiest thing, though it's helpful watching stuff like this 1-2 times before you jump in.
  4. Is this tutorial correct?

    Does the setup work? In the end, everything in Houdini is about attributes and having points do what you want them to - and flips are particles that are points. So if you know what you want them to do, how to interact, it's all about getting them doing that - be is using a VOP-SOP, VEX, or nodes to do it for you. In this case you want particle interaction to bounce and attract at the same time, Yancy did that using these particular nodes - but I'm sure you could get the same effect with a completely different setup - as long as it makes the particles do what they need.
  5. Ground Explosion

    Oh, don't link to that guy's crappy videos, he doesn't know sh!t. To be honest, I think creating point clouds with velocities is probably the most useful knowledge you can have in regard to setting up dynamic in Houdini, be it fluids or RBD, FEM, grains, everything is 100% controllable through such setups. The next most useful knowledge is IMO using VDB's and volume sampling to control dynamics. Because it's all about control, getting stuff to behave exactly how you want it to.
  6. Fluffy Pyro

    Looks awesome! What is it? Well, something is off, obviously, either the shader, you have something messing up density, or you mistakenly set the wrong node as output somewhere. Juraj is right, hip would help a lot.
  7. Fem Cloth H15

    Aah, I thought I had used FEM but that was a grains setup - though grains works well for this type of setup, here's a 5 minute, basic, flag-in-the-wind type setup... basic.flag.grains.hiplc
  8. Fem Cloth H15

    Haha, that's my ship, Göteborg!! Well, not mine per se, but she's usually parked just by one of my favorite café's here in Gothenburg, when she's not out sailing that is. About the cloth setups, it's not very complicated to get good results, I'll try to dig out the basis for this setup tomorrow, if I find it, I'll post it in the thread...
  9. Fracture Examples Like Blender's New Modifier?

    @Atom I say "sim" I mean simulation, I seldom cache to sim-files, I almost always cache to alembic. @Juray Cool setup, something to dissect when I get time. Tnx!
  10. Fracture Examples Like Blender's New Modifier?

    The methodology of doing multiple sims is very useful as you can actually do a sim, then sim other things on top of that while still having the already simulated stuff feed into the RBD to be resimulated. Imagine simulating a sphere falling on top of a pre-fracured element, breaking it, and you cache that sim. Now you set up a new sim with the simulated pieces as static objects and the sphere fracturing but you set it up so any piece of the original simulation colliding with any of the fractured parts of the sphere is switched from static to active, thus from that point being resimulated. These two sims together will be less computationally heavy compared to simulating everything in one go while still maintaining two way interaction between the objects. And a setup like this will of course not work for everything, but it will work for a lot of stuff and not only is it lighter to simulate, it's easier to control as you're setting this up, step by step. Edit: Oh, and this methodology of stacking simulations also works for combining different solvers, like pyro and RBD. You can simulate an explosion, then use those velocities for driving an RBD sim for ejecting debris, fracturing stuff, baking that out, then you'd redo the original sim, feeding the baked objects back into the Pyro sim for edvecting the smoke from the explosion, etc... And it doesn't really matter what we're talking about, FLIP, FEM, grains, it's all stackable like this.
  11. Bug Swarm Questions - Collisions and Climbing up Tree/Table/etc.

    @Sohey LOL, those files should have a warning label, the video clip was creepy as hell - nu pun intended. Awesome share, though. I'm off dissecting it now.
  12. Best caching workflows in production

    Now, I haven't worked with any of the production trackers myself, but as I understand it, most studios today use either Ftrack, Shotgun, and/or similar inhouse tracking solutions together with a scripted solutions automating the versioning hierarchy for scene, shot and element/assets. This is just to important to leave up to individual artists, you just gotta automate the sh!t out of it just to be sure stuff is where it needs to be without the risk of any single individual messing it up. But it would be interesting to hear from someone at one of these houses do a breakdown on the pipeline in regard to shot progression and versioning.
  13. emitting coloured smoke from a texture map

    The starting point is the attribute from map node using the texture you want. Edit: Here's a scenefile with a finished setup... http://forums.odforce.net/topic/17565-emit-smoke-color-from-a-texture/#entry106555
  14. plants wind dynamic pipeline

    No prob's & good luck. Looking forward to see what you end up with. And on a sidenote, it seems many miss FEM even though the Houdini dev's definitely have not, there's been a huge optimization of FEM in Houdini 15, I believe it's something like 10x faster than in H14.
  15. plants wind dynamic pipeline

    For hero plants, no, you need something more accurate. I'd try simming those in two stages, perhaps combining FEM and the grain solver. First do a FEM sim for the stems, bake that animation, then a separate sim on top for the leaves. For the leaves you'd just play around and see what looks best, FEM or grains. Grains can achieve really good cloth like behavior, but FEM is likely computationally cheaper - and FEM might also be easier for simming that semi-stiffness leaves have.
  16. plants wind dynamic pipeline

    Yeah, pretty much. And it's not overly complicated to setup, adding some noise to the point position in XZ and then you use a ramp to control the strength of the effect in Y as you need to have 0 strength at the bottom and full at the top of the object, it'll slide around on the surface. And this won't work for everything, but for environment setups where you just want to apply some dynamic feel, it's a computationally cheap way to get that.
  17. plants wind dynamic pipeline

    You can get pretty far using point displacement in XZ with the noisefield displaced in Z + a bit in the wind direction.
  18. Refracture On Collision?

    There's a couple of ways of doing this but the basic method is using the fracture parameters node in DOPs, that's what you get set up automagically when you use the "make breakable" shelf tool on a RBD object. Though this is one of the areas in Houdini where I miss Thinking Particles, the methodology built into that workflow is just amazing for doing recursive setups - you basically shuffle stuff between groups and set rules for that group, so something in a group can fracture, then you can shuffle the fragments into another group or have part of it go back into the fracture group, etc. and it's just such a brilliant workflow for doing stuff like refracturing. Here's an example out done by Allan McKay... And here's Allan talking about the shot, setups, lookdev, etc...
  19. Fracturing Wood Panels - work flow

    Just do it before feeding it into the glue setup.
  20. Explosion Dynamics using DOPs

    The whole point of the type of setup I'm talking about is shaping an explosion so you not only can but should drive an explosion like that with a velocity field - though a more or less linear one from the detonation point. And you could argue you should set this up in the Pyro sim, but that won't look very realistic - or at least not very interesting - better create a very turbulent explosion and then force it in to the dome shape, it will look better/cooler/more realistic.
  21. Explosion Dynamics using DOPs

    Very controllable way to setup explosion is through a velocity field, something pretty easy to setup from a point loud, then feeding the velocities right into the simulation. I have a simple setup linked in the description of the demo.
  22. Particles trail from moving object (coming from 3ds Max)

    Well, the whole idea with that setup was generating static trailing, else I wouldn't have set the replication to a point and set the speed to zero. As for the L-system lighting preset, it's pretty useless as you have no control, because in most cases you'd want to have control of the starting point as well as the end, or rather, in most cases the end, the goal, is the more important part to have control over, right?
  23. Fracturing Wood Panels - work flow

    Scale the mesh down in the axis you want the grain, do the fracturing, then scale back up - so for the setup you have, just add a transform with a 0.05 scale in Y before the fracturing and a transform with 20x scale in Y after the fracturing and also increase your chunkcenters to 2500 or more.
  24. Particles trail from moving object (coming from 3ds Max)

    Those are not very complicated setups, you'll manage.
  25. Particles trail from moving object (coming from 3ds Max)

    And here's how you set it up within POP's using the POP replicate. POP.trails.hiplc
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