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tbay312

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About tbay312

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    Peon

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  • Website URL
    www.tylerbay3d.com

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  • Name
    Tyler Bay
  • Location
    Denver, CO
  • Interests
    Bonsai trees, drumming, & making awesome 3D

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  1. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  2. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  3. Hey there odforce! Right now I'm trying to do a destruction simulation on a spaceship that I made, and I'm running into a problem that I can't seem to figure out. If anyone is familiar with Steven Knipping's Rigids III, the general setup is based off his approach. Here's some quick info on what I'm doing: * I'm simulating the spaceship destruction with bullet/packed primitives * These packed prims are a mixture between voronoi shattered pieces and unshattered geo pieces * Even when the spaceship is standing still, forces on the constraint prims will reach infinity once simulation begins * In DOPS, I've made a SOP solver that breaks my hard constraints once it reaches a certain force threshold, and since things are reaching infinity, it's basically just destroying all my hard constraints within a few frames Here's the ship: Here's the constraints using connect adjacent pieces from surface points with default values: After a few frames of simulation, it turns to dust =/ In dops, force is shown to reach inf and breaks the constraints based off my attrib wrangle which says... f@superHighNum = 100000000; if(f@force > f@cat_hard_break_force && f@cat_hard_break_force < f@superHighNum){ @group_broken = 1; } where f@cat_hard_break_force is the force threshold that I define I tried countering this behavior by adding the f@superHighNum, but it looks like forces gradually reach infinity, so it still breaks... Has anyone encountered this sort of issue before? If so, what might cause these forces to reach infinity? Here's a few things I've tried: * Cleaning up the mesh and fusing points before connect adjacent pieces * Setting rest length to zero * Blasting funky looking constraints before simulation * Trying a bunch of different settings on connect adjacent pieces when generating the constraints * Simulating with glue constraints to see if forces still reached inf (they do not reach infinity with glue) * Increasing the constraint force mixing parameter * The RBD physical properties are at default values Also be sure to check out Steven's tutorials because they're really awesome. I couldn't find his e-mail to ask about it, but perhaps you guys might have some ideas? Any thoughts, theories, ideas, would be greatly appreciated, thank you for your time! - Tyler ssGainz_v011.hiplc
  4. Houdini 15 Point SOP

    Ahh okay, thanks for the info. I'll hop on those vops/wrangles and get those vex skills going then.
  5. Houdini 15 Point SOP

    Yeah, this is really confusing. So from what I can tell, there is a mix of $ and @ variables that are allowed along with some variables that don't need any syntax before it. How do you discern what should use @ vs $ vs nothing? I've been following FXPHD's Introduction to Houdini 12, (great series btw), and some of the custom point sop expressions are screwed up.
  6. That totally worked!!! Thank you Atom. If I was in Ohio I'd offer you a drink or something, but alas, I'm here in Denver. Thanks again!
  7. Hey everyone, I have a conundrum that's a little bit over my head at the moment. I'm trying to use the Ocean FX beachtank shelf tools to simulate, well... a beach, and the simulation seems to be failing at the DOP level. The problem is that the wave tank is not maintaining it's water level, and this results in my fluid sinking down to nothing-ness with gravity. Here's the gist of what I did here: * Modified my geo using VDB to poly conversions, then cut out the section I needed and made sure to close holes and clean it up with the clean node * Cached out the beachtank_initial This seems to work correctly being that it maintained its P, v, & Cd attributes. (This is why I believe the issue to be at the DOP level) * Cached out the beachtank_fluid and this is where the problem reveals itself I haven't changed any defaults other than particle separation, the size & center of the wavetank, and ocean spectrum that is feeding into the wavetank. Being that I've tried troubleshooting this problem for the last couple of days and restarted the project from scratch, I thought this might make a topic of conversation worthy of the OD Force wizards. I have a video uploaded to vimeo, and the HIP file (no geo unfortunately because the forums won't allow me to do it) The video is a flipbook of the DOP particle preview Any help is greatly appreciated! Thank you! https://vimeo.com/146673265 myst_oceanProj_v016.hipnc
  8. Ocean FX & FLIP Sim Advice

    Thanks guys! I appreciate the feedback. Up next on the list is to research a bit more about vdb in general, turn up the waves a little bit, probably turn my particle sep to around .075 instead of .1 (which is where it's at now) and bring in some maya cameras so that I can start comping this fella. I'll keep posting here w. more progress as I get things together. In general would you say that it's best practice to cut a hole out of the displaced geometry so that my FLIP tank can sit in there w.out the overlap? I think that might be the route I'll end up going with
  9. Ocean FX & FLIP Sim Advice

    Hey guys, I have an update with my project. I've managed to pop out this simulation. At the moment it seems like my displaced geometry is interpenetrating with my FLIP tank, and I think I need to decrease the particle separation so the water doesn't look so potmarked. Does anyone know if doing this is the best way? I was also thinking that potmarked look could be related to the VDB settings I have when meshing my fluid. Thanks! - Tyler
  10. Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay
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