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Andrea last won the day on March 5 2020

Andrea had the most liked content!

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About Andrea

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  • Birthday 12/31/1993

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    Andrea Sbabo
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    Lost in the mountains

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  1. Flesh damage

    Maybe this can be helpful and give you some nice ideas on how to approach it (there also some hips): https://www.realtimeuk.com/blog/how-to-exploding-zombies-and-flame-throwers/
  2. Ivy Solver

    Ah wow so many interesting things, thank you so much
  3. Ivy Solver

    Sure. I don't have here the latest version but here is the "few version ago" hip. This doesn't work with multiple points as source, needs some adjustments for it vine_gen_test_06.hip
  4. Ivy Solver

    Hello, I've started to create a small ivy solver for easily populate scenes. It revealed to be very relaxing to work on with some chill music in the background At the moment it's in a very early stage: it follows surfaces, looks for up direction and optimal path to grow up/receive more light and also prunes branches that aren't valid anymore. My intention right now is to clean the code, improve the branch generation (when it happens, right now is basically once every n frames), clean the code and add couple more option for artistic purposes like object avoidance. Let's see where it goes
  5. crowds of two armies

    You have to look into "crowd transitions". It's basically blending between two animations/behaviours based on some conditions ( for example how close they are to the enemy team). There are several example files in the shelf tool with them and also few tutorials from Autodesk or other users. There is a serie of tutorials from Mikael Pettersen definitely worth to check, it's packed with a lot of useful informations for crowds. https://www.cgcircuit.com/course/crowds-for-feature-film-in-houdini
  6. Bake Ocean Foam to Texture

    Definitely using it just as a layer and not as unique foam layer will help a lot with the final look. Good luck with your project!
  7. Bake Ocean Foam to Texture

    It's absolutely possible to export the foam as texture with the same pattern/method used in the shader. How? Using COPS and VOPs. What I have done was copying the foam part inside the ocean shader in the VOPCOP generator. Here then you convert the data from world position to UV space. It has a few pros and cons though: - First of all I have been using this method quite a lot to have a fast feedback while doing a project with tons of water shots. It's not very fast to generate but definitely waiting for the render of a small portion of the ocean is a lot slower. - You are going to export a texture, so you have to export a really hires image to keep all the details and cover all the ocean. Also this has an easy solution. On the tool I've developed, there is the possibility to export an extra texture which is placed only near the camera/on the closeup sea. Further from the camera and more this texture is going to be blended with a low resolution texture. - you need uvs in your ocean grid. This means it's going to be a little bit more complicated if you want to use it with also an ocean simulation. If I'll have the time I'll post a more complete and accurate version, but here is an example for now. Hope you guys will find it useful: AS_convert_ocean_foam_to_texture.hip
  8. Simple Tree Tools

    That's something that could be very useful to many people. Do you have a small video/presentation other than this picture so it's possible to share it around? Thanks
  9. Pyro Dissipate by Volume??

    I'm wondering, there is a particular reason why you suggested this method and not the use of "control field"? It is just because this way is possible to leave everything as it is (so you can have this mask and also a control field) or there is something else that I am missing?
  10. Dilate VDB

    You can use first VDB Activate to get the desired siza and then a volume VOP with volumesamplevector for sampling the velocities from the border and extend them how you prefer.The idea is to copy the values from the border of the original velocity field to the new empty voxel. This is also done in DOP network in SOP scalar/vector field, but it's not possible to see how.
  11. give color to volume and then remove a part of it

    That's because of how volumes are generated using the "surface attribute" from VDB from polygons. This method should be better aerosol water loss final version_fix.hipnc
  12. give color to volume and then remove a part of it

    Try to see if this is the kind of visualization you are looking for. With volumes is better to use the volume visualization SOP and the Cd field sphere_volume_colors.hipnc Which expression are you trying to use for the blue component in the color node?
  13. 1. If you don't need a super high resolution sim/details, you can simulate a very low resolution ocean to have some sort of start velocities and then do some post sim processes on the ocean surface or work a lot on the white water details. Possible but not so straight forward 2. Making a lot of assumptions there, but in regard of the topic I would add that if you look around on the forum there aren't many discussions about big ocean simulations, and I would consider this forum a sample of the Houdini users out there. The past summer I've been working on a show where I needed to do some complex/out of the shelf ocean simulations and I have to admit that I struggled quite a lot. The main issue was that I wasn't able to find materials / references or answers to my questions on the web or in papers. This, in addition to some high quality hardware requirements probably discourage most of the people that want to try on their free time. I guess also that companies that often work on such shots have their own proprietary tools or digital assets (see for example ILM that recently developed a tool for creating oceans in the latest Star Wars). Whoever worked on them probably can't share informations or the setups were so different from what we have available by default in Houdini that would anyway be """useless their experience""" without explaining things in very detail other than say what everyone already knows ( see 1. for example) Would be awesome if in the future SideFX will release some webinairs with the "suggested workflow" since they are improving so much the flip solver and related SOPs
  14. ATAT destruction

    Created a simple dynamic rig using bullet and vellum: 1) I've generated a spline at the center of each branch/trunk 2) I've generated one unique proxy geometry for each tree (branches + trunk ) 3) Using the spline mentioned before, I fragmented each proxy tree and simulated it using bullet (hard constraint and soft constraints) 4) Once I have the simulated trunks I created a proxy geometry for the leaves (very rough using VDB from points and the usual processes) 5) Simulated the proxy leaves using vellum and made them follow the trunk animation 6) Point deformed the original leaves to the proxy ones 7) done
  15. ATAT destruction

    Thank you Yes they are, it's fully CG