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  1. Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
  2. VDB from Camera Frustrum

    hey, it is actually working (16.0.621 in my case). perhaps you have forgotten to activate the vdb region? (place a vdbactivate after the vdb sop that is getting the cam frustum)
  3. hey @exel, i only want to mention that using a spherical surfacing method in the particle fluid surface SOP can yield better results, especially if the mesh is abruptly going from thick to non-existent (eg. flickering as holes appear). this plus a low voxel scale and to compensate some smoothing. i'm using houdini 16.0.504.20 by the way. hope it helps!
  4. Extruded Voronoi (MVSM fx)

    i see you are using a voronoi fracture to achieve this effect, when i think using a voronoi noise within VOPs would be a much more flexible approach! chris
  5. hey, so if i understood it correctly, you want to do this: pipe your packed geo to a foreach loop. within it, unpack and get whichever attributes you want (with a pointwrangle for example), repack. for something like volume, within the foreach, you add a measure sop, set it to volume, then add an attribute promote sop (attribute "volume", from primitive to detail, method sum), and lastly demote the volume (another attribute promote, "volume" detail to primitive). hope this helps! chris
  6. hey, thank you for your answers. considering the complexity of doing something that i thought would be straightforward, i'm simply laying it off for now. i would like to hijack this thread, though, and ask whether you know how to emit agents on impulse every, say, 24 frames? on the crowd simulation dop, i have set the crowdsource pop source to impulse activate if($F % 24, 0, 1). this works, partly, as the total number of points on the spreadsheet gets increased respectively. however, i see no new agents. i believe the new agents are being generated exactly on the present agents.. thus not being visible. why are they not being emitted at the origin, just as the first batch of agents was? thank you so much! chris
  7. Hey, I am attaching a shape to my agent's hand (via agentlayer). Is there a way to disconnect the shape from the hand and make it rbd (as to drop to the floor)? Thank you!
  8. hey, i am piping the results of an rbd sim into a debrissource to generate particles and then smoke. this method has worked for me so far. this time, however, the points are not being scattered on the actual cracks. i am not sure if i got my name attribute screwed up when working with the fractured pieces as packed geo. looking into the debrissource sop tells me that the name attribute is required. any ideas? thank you!
  9. i wasn't. actually, simply unpacking and then subdividing did the trick. thank you!
  10. so, because i was simming with packed prims, i saved a single frame to alembic, brought it back, and did then the group edges -> crease procedure. i have now set the creaseweight attr. to 1, 10 and even 25, getting no proper result. you can still see the weird geometry on the right cheek. any ideas?
  11. awesome, thank you! i am having trouble grouping edges after dopimport (as this is a sim), and even when exporting the current frame as bgeo.sc and importing it back, and then trying to group. however, i just realized that i am using rbd packed prims, which offers an option to cusp edges. rendering right now to see how it works. thanks again!
  12. hey, please see the attached image. i have enabled the option "Render Polygons as Subdivision (Mantra)" in the geometry node, under the "Render" tab. as you can notice, this is producing bad geometry. the help files state the following: Render polygons as a subdivision surface: The creaseweight attribute is used to perform linear creasing. This attribute may appear on points, vertices or primitives. i know that you can set/override the creaseweight attribute when using a subdivide sop, but how can i do this when using the mantra-subdivision mentioned in the title? can i simply create an attribute called creaseweight and set it to 1? or is there a way of adding further substeps, e.g. in the mantra rop? sorry for the ignorant question. thank you!
  13. hey, i have a geometry that i am fracturing with voronoi. i need to separate these pieces into active and passive pieces. instead of selecting them by name, i would like to select all the pieces within a bounding box/sphere. i thought about using a group sop and selecting by bbox, but this selects points or primitives, and not my piece* groups from voronoi. any ideas? thank you so much!
  14. Hey, First off, thank you for taking the time to read this and help me out. I am a bit unhappy with the flexibility of the Voronoi Fracture Configure Object node (from Make Breakable), so I found this: From what I understand, he is piping the first-fractured pieces through a foreach node, adding a centroid point - all done. My problem is figuring out how that centroid point can be divided into more points (eg. by time), thereby also re-fracturing the current piece into tinier bits. If I didn't explain something properly, please do let me know. Thank you!