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About thebrettwalter

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  • Birthday 07/02/1986

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  1. Entry Level FX Simulation Reel: What to show?

    i feel a good student reel should show fx work with reference footage that the artist has matched / attempts to match / working from as reference, as this is good practice for working on the floor. Sometimes you might get lucky and be briefed "go for it, jam something out and lets see what we get", but far more often than that, your brief will include matching real world reference. If your work is more artistically driven then try placing your effects into shots and trying to sell the shot. If you can make an effect appear to exist within a world then that will catch attention also. But again, the brief is quite often, add something natural(ish) that they couldn't capture in camera. don't be afraid of contacting recruiters or sidefx, just apply / find a way to try strike up a conversation expressing your interest. At the very least they would may give you something to aim towards through advice.
  2. Procedural Robots

    they're super cool!
  3. Houdini Mac user population

    mac user here! largely because of moving for work i've just stuck to my macbook pro. i am beginning to consider a compact lightweight box for simming/caching/rendering. or just upgrade my laptop to a latest version as this one is a 2013 model. stuff works very well though no issues here
  4. HELP: Masking surface tension

    does this help? exoskeleton_gas_maskfield_v000.hipnc
  5. Iso Art

    Just showing some video art I had fun making recently. Pretty simple technically. Low res everything. https://vimeo.com/407189184 https://www.instagram.com/p/B-PX0ryDgB9/?utm_source=ig_web_copy_link
  6. In POP-Fluid, where can I apply noise to the viscosity?

    i think by the scale of your generated geometry, with such high values multiplying a low frequency noise pattern you're not gonna see a lot of variation. Bind your visc out to Cd to visualise your noise pattern in dops.
  7. In POP-Fluid, where can I apply noise to the viscosity?

    bypass the fit and you got noisey viscosity.... looks like your fit is pushing visc values into positive ++
  8. commenting to keep in recent activity. I have done a bit of kinect through cycling74-max and processing but haven't come up with a node graph for max or come across a library for proc which will allows me to export the point cloud sequence for use in houdini. //edit// looks like there is more online about this nowadays than in previous years. (it's been a while)
  9. Done something kind of similar sounding in the past but I didn't go with flip. I don't have houdini open right now, but off the top of my head, you could try ripple solver on a grid and then extrude volume the cache. If extruding your rippled grid is messy you could ray a highish poly grid onto the cache for tidier collision surface geo, then volume extrude the rayed grid and cache (You may not need to extrude if your polys allow for surface collision instead of volume on your static object dop node). Plug it into your sim as a static deforming object. You could then popsolve points down from above which land onto the ripple/undulating surface, which instance packed rigid body objects. If you definitely need flip though, this approach may not be so useful.
  10. RBD on fast moving collider

    can you time warp the geo so that it bends over more frames, run your sim with lower force values, then time warp everything back to normal?
  11. Growing effect issue

    there are a couple entagma tuts on mesh and line growth, if you haven't already, i'd suggest checking those out
  12. Recreating cotton candy in houdini

    you could try getting the shape you want for the cotton candy by drawing a curve, using the point numbers to store a directional vector, then sweep pscale ramped circles along the curve, mesh the output, convert it to a volume, scatter points inside and transfer the curves directional attribute to these points. Give the points another attribute which uses the gradient of the volume they are inside so they have a second vector which points outwards, this could then be used as the cross product of their inherited upwards direction to angle the vectors so that they spiral around and up the curve, like in some tornado tutorials you may have come across. You could then use a volume trail to get your strands from the points. Up the point count and control the pscale of your points before rendering. I'd probably start with something like that.
  13. Matte/Alpha rendering

    Thanks heaps!!!!
  14. Matte/Alpha rendering

    Hi, For a school project I have made a FLIP sim that enters the scene when a door opens. The project has been 3Dcamera tracked, matchmoved and model-built to sit in the shot nicely. I am wondering what the pathway would be to render only the visible sim once the door has opened to let the fluid enter the scene. Would there be a material I can put on the door which will act as an alpha that I can use the original plate and as the door opens it is only the exposed sim that renders? I don't know how to set this up, haven't done many complex renders at all. I hope someone can help or at least point me in the right direction. Because my working file has a lot of imported objects I have just uploaded a still frame, hope that's okay
  15. Dead Ends when Following Online Tutorials

    I totally agree and can see your point but what do people do for a work around? Or to learn how to do things in older versions in newer versions? Do users just stick to versions that work for them instead of learning different ways of doing the same things in latest versions?