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reelinspirations

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Everything posted by reelinspirations

  1. Hi, In building a terrain, I used Entagma's tutorial on live rendering of Heightfields in Houdini using Redshift: The issue I'm running into is that my UV's are now super stretched on the terrain from using displacement on a grid. My terrain is huge, like 8,600 units across square. If I convert to polygons, it's pretty heavy. I'm trying to figure out the best workflow that will allow me to have the detail I need, but not be so polygon heavy. Would exporting out some lower resolution geo for rendering along with a baked displacement map be a good option? I need to be able to somehow edit the UVs as well so they are not stretched on my terrain texture. Any help would be appreciated. Jim
  2. Heightfields, displacement and UVs

    So, I'm getting some decent results now using triplanar mapping. That works really nicely for terrains and it doesn't have the nasty stretching. What I'm doing now is creating various masks in Houdini, then bringing those into the COP network and using them in the shader to apply various textures to the different areas. It's been working for both texture maps and normal maps. Although I haven't tried the triplanar mapping with normal maps. I'll have to post my results once I get something worth posting.
  3. Hi, So I'm trying to figure out how to procedurally connect point 39 on box2 with point 4 on box1 with a spline and an additional point to create a nice curve for use with a polywire. I know how to add points using VEX, and I can get the P of these points into the detail, but I have hit a wall from there. I'm wanting it to be procedural so that if box1 moves up or down or left or right the curve automatically adjusts. Thanks, Jim connectBoxes.hiplc
  4. Hi, I'm experimenting with glue networks and am wanting a fractured cube, which I have 'glued' together with a constraint network, to fall. I have a VDB set up that will delete the glue network IF the network is inside the VDB volume. However, the glued cube falls, but the network stays in the original place. How do I get the network to 'follow' the cube as it falls through the VDB so it can 'break up' during the fall? I know I could use strength and keyframe that, but I want pieces to break up when they fall through a volume, or some other object. Thanks, Jim testingGlueNetwork.hiplc
  5. Object visibility

    I'm struggling with something similar. What I want to do is have a checkbox on a OBJECT MERGE or other object based node that I can keyframe so that things are not 'seen' by the camera until they are needed. For example, right now, I have an animation INSIDE a geometry SOP where I have 3 pieces of geometry I'm bringing in using 3 different OBJECT MERGE SOPs. I have 3 transforms, etc. One of the items will animate in, and when it stops, the other two items will animate from behind that object. Only I don't want them visible (renderable) until the main object which is animating in is blocking them from view of the camera. I have this option in Cinema 4D. I guess I could keyframe it into place from off screen, but then that seems more complicated.
  6. difference between creating name attributes?

    Not sure if there is any difference. I also couldn't find anyway to NOT create the name attribute in the voronoi fracture. I ran a test using an attribute wrangle to create an attribute called oldname and assigned it the value of name before the assemble, and they were the same, which is what I thought would happen.
  7. Glue Network follow RBD object

    Hmm, that link only talked about how to delete a glue constraint using color. I know how to do that, and I'm deleting the constraint in a similar fashion, but instead of color, I'm using volume via a VDB and a group and delete SOP. What' I'm trying to do is have my fractured box FALL through the VDB volume and that's what 'triggers' or 'deletes' the glue network. It's not working because the box and the glue network aren't moving together. Not sure how to make that happen. I tried making the glue network move in DOPS, but so far, no luck.
  8. It was my understanding that the connectivity SOP would take polygons that share the same number would be connected. However, this situation shows that the Connectivity SOP is not doing it's 'job.' Any idea as to why? If you open my HIP file, and run the sim, at frame 50, you'll see a big piece of geometry that has LARGE non-connected holes in it, yet it's all one piece. Thoughts? ### I figured out what was wrong. I forgot to add a Primitive Wrangle after the Connectivity and use s@name = sprintf("piece_%d",@class); to create piece names based on the class that the Connectivity Sop creates. testing_fracturing_v004.hiplc
  9. Sinkhole with dirt on top

    I'm wanting to create a sinkhole effect, but not only use fractured geo, but I want to put a layer of sand/dirt on top so it looks more 'realistic.' What would be a good way to approach this? Thanks, Jim
  10. Sinkhole with dirt on top

    OK, cool. I'm wondering if I should approach this differently. What if I emitted a lot of particles from the broken pieces and copied some fractured geo to the particles and made them really small so they aren't just balls. Would something like that work? I'm still trying to figure out how to have a layer of 'something' that will look like smooth dirt from 300' away and then be dynamic and fall away with the broken pieces. Thanks again, Jim
  11. Sinkhole with dirt on top

    Thanks Adam, I understand how to do the part up to the passing of the points to the solver. I am clueless on how to do that. I'd be using the pop solver because I really don't need grains unless I'm doing a CU shot. Yes, I will be using Pyro for dust once I have the sim going. Would love to see your method. Jim
  12. Sinkhole with dirt on top

    Good point Tomas, The camera will be about 300' above the various sinkholes, so detail isn't as important. So where do I find out how to create a 'layer' of particles 6" or so deep above my fractured GEO? Not sure a FLIP tank is appropriate. I'm quite new to Houdini, just a few months in. I have the fracturing down and glue networks, etc. But it's the sand/dirt with particles portion I'm having trouble with. I've included a portion of my 'background' plate that I need to use to create this effect. How can I 'stick' this surface to grains for particles and how should I approach this. Right now, I'm working on just a single sinkhole and trying to get the look down I want and be able to control it. But once I have that figured out, I'll need to figure out how to surface the entire thing with the background plate. I know how to stick a surface on a box and fracture it, etc. But the layer of dirt on top makes things a little more complicated. Thanks, Jim
  13. Sinkhole with dirt on top

    OK, that's what I thought, but I'm clueless as how to pull it off. How do I set up a 'layer' of 'dirt' above my RBD fractured object? I have a large area where I am creating several sinkholes. We're talking about 120 x 260 meters with sinkholes that range in size from 2-3 meters in diameter to around 20 meters in diameter. I also have a ground plate (.jpg image) that I am 'flying' my virtual camera over. I know how to put a material on a piece of geometry, but how do I do that with grains? Also, having a grain sim that large is going to kill my computer for a week :-) How do I only sim the sinkholes while keeping everything on the same level? Thanks, Jim
  14. Tracking, Ground Collapse Simulation - Workflow

    Hi, OK, so I have a VFX shot I'm wanting to produce. I have an aerial shot of a landscape. The camera is pointed straight down. The goal is to create a couple of 'sink holes' that crumble away, similar to this, except that the camera is looking straight down. I've tracked the shot in Syntheyes but am trying to figure out the best way to go about creating and surfacing the geo for this sim. I've thought about two ways to do this. 1. Use the 4K footage from the video to create a large 'panorama' texture and just manually move the camera over it. 2. Create a mesh in Syntheyes to export to Houdini and somehow surface that with a still image for the sim. 3. ??? Technically, I know how to fracture and surface, etc. I just want to know workflow for best results and practices. Anyone have any thoughts or pointers on how to do this? Thanks, Jim
  15. Tracking, Ground Collapse Simulation - Workflow

    Thanks Juraj for the info. I use After Effects, not Nuke, but I can take your information and run with it. Jim
  16. Animating a crack. How to approach this?

    Hi, I really like the look of this piece as far as the animating crack goes. Around 5 seconds and 9 seconds is what I'm talking about. Where the crack travels up the wall. What I'm attempting to do is animate a crack along a 'wall' and then have a portion of the wall crumble away in front of the crack and then have the crack continue up the other side. I have the fracturing down with the glue network, etc. to control the fracture. It's the crack portion I'm trying to knock out. I've watched a tutorial on animating a crack using an L-system, but I don't think that's going to work in my case. I found this on Vimeo. That is pretty much what I'm looking for, but have no clue how to make it work with a wall that's pre-fractured. Any ideas? Thanks, Jim
  17. Adding frames to a scene

    OK, maybe I'm missing something, but in Cinema 4D, I'm able to just type in a number in the 'max frames' field to add frames or extend the scene out. I can't for the life of me figure out how this works in Houdini. Right now, my scene has 240 frames, and I need it longer. The window with 240 in it allows me to type a bigger number in there, but it never 'takes' and just flips back to 240. I'm sure it's something simple, but I can't figure it out. Thanks, Jim
  18. Adding frames to a scene

    Thanks. I knew it was something simple like that. I searched all over for it. Thanks again, Jim
  19. Hi, I've been playing around with fracturing small 1-10 unit pieces of geometry and decided to try to do something 'to scale.' I created a box that was 100 x 100 x 1 units and attempted to fracture that, but wow, it takes FOREVER just to do the Voronoi fracture. Maybe it was because I was using 1000 axis divisions. What kind of workflow should I use to do testing and then be able to set up a realistic simulation to scale? I'm assuming there is a solution as it's very time consuming to sit and wait and make a change and wait. How is this done properly so you end up with good results? Thanks, Jim
  20. RBD simulation and actual scale

    I originally thought I had to have a lot of points on the box as I was putting a point and then a paint node to 'scatter' some points where I wanted them. I eventually figured out that I could use a normal box without a lot of axis subdivs to fracture and another box to paint to create my points. Maybe there is a better way that I don't know about.
  21. Flip simulation + breakdown. Ocean

    I think it looks great. I'm just learning Houdini and that's pretty cool for your first project.
  22. R&D Fracturing an vase

    I'm experimenting with controlling my fractures for a bigger project. This is what I have so far. I'm not happy with the uniformness of the pieces and am open to better ways of fracturing to get more 'randomness' and varying sizes. But I'd like to control the approximate locations of the larger pieces, etc. Thanks, Jim
  23. Is this realistic?

    Hi, I'm attempting to assess whether or not what I'm trying to do is reasonable and realistic. I've been dabbling in 3D for a number of years and a bit of experience in Cinema 4D, After Effects and Lightwave. I just started learning Houdini because of wanting to produce some VFX for a documentary I'm helping a friend with. What we're wanting to do is track some aerial drone footage of a hillside and have a portion of the hill fall away to reveal the films title. We are wanting the realism that Korhon pulled off for Gimpville (see image below) I'm not needing water, or the entire hill to be falling away, I'm only needing a portion of it to slide away and reveal text. Given that I have been learning Houdini over the past month, is something like this even remotely possible to pull of single-handedly to that level of realism? I've watched some great tutorials by Sidefx, Digital Tutors on controlling your fractures, etc. I need to know because I'll work myself into oblivion trying to do it because I don't know what I don't know. But the more I get into Houdini and read posts about fracturing, clustering, etc. the more I feel inadequate to even attempt this. Thoughts?
  24. Is this realistic?

    Thanks for the reply Michael. How much time should I expect this to take? As I do more research, I keep finding things I didn't know. It's a DEEP rabbit hole :-) Right now, I've been working on learning to fracture things, glue networks, controlling fractures and the RDB system using Bullet. I have Syntheyes and can get a good track, so that's taken care of. I'm sure there is something somewhere about getting a Syntheyes track into Houdini. Building the cliff based on the track is tougher to figure out. I'm guessing I need to model something that resembles the exterior of the hill, plus the lower portion of the hill for the pieces to react with. Then somehow marry it with the track so it all 'jives' together. Yeah, I was wondering about Grains. The hill is very sandy looking, so having some grains in there would be good. The WIP section is a great idea. I'll start that soon.
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