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Andrea

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Everything posted by Andrea

  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

    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
  4. 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
  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

    Hey guys, I am working on new personal project and I would like to share some playblasts I did. I guess it's useless to say where this idea comes from This was the first iteration. I kinda liked it but I decided to move on and do some other iterations. THe splitting was a bit unnatural. After finalizing the RBD setup I started with the main fireball. Here is a playblast of it. Could be better. That's the current stage of it and I don't think I will have time to do more versions. RIght now I amrendering everything and started to work on the secondary elements. Updates soon, I hope
  15. 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
  16. ATAT destruction

    Thank you Yes they are, it's fully CG
  17. ATAT destruction

    Almost done with the compositing This evening I'll post some flipbooks
  18. FLIP smorganic/sheeter effect?

    Thanks for the detailed answer! I thought there were at least three times this number of particles. Yep definitely if you want to slow it down post simulation, reseeding is out of question. This sounds very interesting!
  19. FLIP smorganic/sheeter effect?

    Mesmerizing How many particles there are in total? Each drop looks like has around a hundreds if not a thousand of particles inside
  20. Hue variation per point

    You are trying to use the id attribute but you don't have it, so nothing happens. It's created automatically just in the POP network. I've attached an example. I created a random attribute valled "variation" that goes 0 to 1 and I've set a color ramp on the color node color_variation_test_colorVariation.hip
  21. mantra velocity pass

    I can't help much here but ... What you are seeing from the Houdini pass is an RGB image and looks also clamped because of negative values that are not showing up. Probably you have them but the viewer is not showing them. Meanwhile the FumeFX picture you posted has just X-Y components (and looks like it's displaying the full range of values?) So.. is the velocity pass that you are exporting from Houdini the velocity pass converted to camera view? If yes it should be ok but I think you are not going to have the red-green values outside the volume.
  22. Rain water drips

    That's great, thanks Atom
  23. mantra velocity pass

    What if, before you export your parameter in the shader, you multiply it by "Of", which is one of the outputs from the volume model or the pyro shader core?
  24. Hey guys, do you have any idea if is possible to change the visualization of volumes once I read them from disk as packed disk primitives without unpacking them? I have noticed that when I read them back they have the same "visualization settings" as when I saved them to disk. So I guess that this information is stored somewhere and if it is, probably is also possible to modify it. But I've looked at all the various attributes and intrinsics without finding anything useful
  25. Houdini 19 Wishlist

    Faster and easier way to setup passes (for example velocities) or other attributes, both for geometry and volumes. Ideally you just need to have the attribute on the geometry and the only thing you need to do is set it up as Extra Image Plane
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