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tortoise

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tortoise last won the day on October 4

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About tortoise

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  • Name
    Martin Egger
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    Ludwigsburg, Baden-Württemberg
  1. What So a while back here at Filmakademie, four of us got together for 4 (!) days to hack together something that would work with Dolby Atmos, a very special sound system that is supposedly "truly surround" and just has a crapton of speakers all around you. How We just built lots of different setups that were all driven by a velocity field from a smoke sim that was based on an animation matching the audio. Quite happy with what came out at the end considering the time spent on it - it was great fun to work on it too. I would gladly share all of our setups, but unfortunately, everything was wiped as we worked on a temporary network drive. *mega-facepalm* But well, now it's art. The only thing left over is this one setup for the meshed smoke, which was one that I did: meg_glowsmoke_v16.hipnc Hope you can learn something from it. A huge shout out to my colleagues, Lucas Bruchhage, Tim Markgraf and Mike Razniewski that were such a great spirit.
  2. Fill Selection

    No need for a script - just hold down H. Like holding "A" to make a "shortest path" selection with left click or middle click to do a loop. This page is an awesome read: https://www.sidefx.com/docs/houdini/basics/select.html
  3. Flat Fliptank Wave Issue (Moving Narrowband)

    This image illustrates quite well what is happening on the first sim frame. At the bounding regions, the sourced fluid is at the surface level when the initial source (By shelf tool default) Lies at Y=-0.15. When I try to raise this initial source however, the extension is by that amount higher as well. It's a bit mind-boggling.
  4. Flat Fliptank Wave Issue (Moving Narrowband)

    Alright, after spending almost two workdays on trying to fix this I have decided to ask SideFX for support - but I still would like to post my latest findings. Here is a file where I tried to recreate it in the simplest way possible: A sphere (in boat size/shape) travelling in +Z with the vanilla "flat tank" shelf tool applied to it. This image clearly shows the issue: Here is the scene: Skipping_Basesetup_Flattankissues_v01.hip With speeds of 1m/Frame it is completely fine, but as soon as I go below 0.1m/Frame this wave starts occuring really badly. And no amount of tweaking that I could think of would reduce it. Apparently, the particles created at the boundary layer have a weird offset and velocity upwards. In certain testing cases, this offset upwards was the partice seperation. Eg.: When water level is Y=0, the initial particles rest at Y=0-particleseperation, however, sourced at the boundary layer the particles had Y=0 leading to an uneven surface and thus a wave. I'm thankful for any advice at all, Martin
  5. Hello! So at the moment I'm doing a sim for penguins jumping in a pool, and since the camera pans along with them, I decided to roll with a moving narrow-band container, to reduce the cost of the sim. In an earlier shot the narrowband worked nicely for jumping in, however, in this shot, I'm having problems with the container producing a sort of wave. It's going in -Z (To right of image). So for testing purposes, the simbox is super tiny, but no amount of extending the narrowband towards the direction of movement had any impact. Does anyone know what's causing this? I'm quite stuck at the moment. Greetings from 127 Wardour Street London, Martin
  6. Because today was another day where I went nuts trying to figure out retiming to be 'right', I now took a bit of time to build this retimer, which works a bit more intuitively. It works via a solver - so now you can animate the speed of the input, like in Premiere, and the output duration essentially gets stretched and squashed automatically. Because the solver is simply a recursive calculation, the solving is instant - when you re-animate the input time, just hit "Reset Simulation" and you're good. Maybe it's useful to somebody! Here it is for download: retime_solver.hdanc (H17.5) (While it's just a non-commercial asset, it can easily be rebuilt in a couple of minutes. The groundwork is done. All the best, Martin PS: I also added a fun-toggle, where you can tweak your retime with spinning test-geo in case you have heavy input geo! (... which we always do, right?)
  7. Simple Noiser

    I appreciate it. Alright, in the latest update of the tool on Orbolt, I made the long needed change of making the noise non-time-dependent when temporal frequency is set to 0 - so the noise is static. Until now, it was necessary to have a timeshift freeze after it, which was... not optimal. Also now it's working with the latest Houdini releases. :)) Here's the link to it again: https://www.orbolt.com/asset/Tortoise::Noiser (I also updated the original post with the new version.) Cheers, Martin
  8. Martin's Procedural Setups

    Hey! With the desire to contribute to this community, I will use this thread to collectively post some of my setups here, in an attempt to help others learn Houdini. My experience was that going through established setups was a great way to learn - and that breaking working setups and learning what breaks them, teaches things that tutorials never really touch. So whenever I found a page sharing advanced setups like that, my heart lit up, and this thread will be an attempt to recreate this feeling in others. Being a current student at Filmakademie BW, this thread is also an hommage to the work of my (just graduated) great colleague Juraj Tomori - and his "Juraj's Playgound". (Here is the link) Enough babbling about, let me start off by showing my reel of the works that accumulated over the past two years in which I worked with Houdini. The first post will also be sharing the first setup shown: The arena shot of the plasma cannon destroying a concrete pillar. The entire sequence was my bachelor thesis about "Procedural 3D for Film Using Houdini" where I tried explaining a procedural approach in written form and detailing my setups. If anyone is interested, I will also be sharing it here. The arena environment was also procedurally modelled in Houdini, which I will also be sharing a setup on in the next couple of days. I hope you will like it, Cheers, Martin
  9. So after posting this, my project changed directions quite a bit and we no longer pursued generative sound design - somewhat unfortunately. However, I did get around at a later time to recreate a setup of a sequencer in Houdini in a very basic solver and a CHOP-Net. Here's a quick video with sound: hou-sequencer_double_1 (1).mp4 And the HIP is here: meg_hou-sequencer_v07.hipnc And this is the basic Copy-CHOP-Setup:
  10. Merging RBDs during Simulation

    Awesome! I didn't try the combined Version of transferring all Attributes and THEN using the attcopy. So Overkill apparently works sometimes. Thanks a bunch. Now I should be able to handle the rest. I set up a System in the other SOP-solver that wasn't connected in my file to loop over all collisions, filtering out the currently colliding ones to make them merge into new ones. At the Moment they're just subdived. So that's Progress at least. collidemerge_v04.hipnc Cheers, Martin
  11. Merging RBDs during Simulation

    Hey! So I've got challenge for the DOP-people here. I'm currently trying to merge Objects while they are colliding for a seperate shot. This is the fun Little Setup that it's for: My base setup for testing this in a secluded file is a DOP net with some packed objects in it and all I want to do for now in a SOP-solver is: 1) Unpack Them. 2) Pack Them again. 3) Have the simulation continue as without the solver. And then I'll add some magic between 1) and 2). collidemerge_v03.hipnc I attached this test-file. The behaviour I get right now is: [Narrow Part: Just transferring Name and then using a Attribute-Copy node to get it from the original geo] [Wide Part: * in Transfer Attributes Parameter on Unpack/Pack node] But for some reason I get really jumpy behaviour - and I kind of struggle finding out what's causing this. I've tried everything - that came to my mind - in getting the attributes from the input geo to the output geo. I'm pretty sure there's something going on with the intrinsics that I can't really find out. And the pivot, apparently. Maybe someone knows what's going on! Thanks, Martin
  12. Good day everyone, for our current project (in the scale of 7 people, 4 months), we are trying to implement a sequencer into Houdini that was built with the audio-programming tool called JUCE (https://juce.com/). Essentially, this is just a library to create audio tools in C++ through a graphical interface. Now currently, my audio programming colleague built a sequencer for our project that allows us to accumulatingly, randomly assign sounds from a library to the slots in the sequencer which then get played back. The goal of this implementation is to tell the sequencer which objects of my simulation are currently in frame and then feed this list of objects to the sequencer. The sequencer then builds a structure of playback and outputs which objects get triggered when in order to play their animation. Ideally, I will use the HDK to implement this code (while linking the custom libraries of JUCE) and have this run as a plugin inside Houdini. I do have a somewhat of a background in programming (but not with C++) and a long history with Houdini, but this undertaking exceeds my capabilities. What I am looking for is advice on where to even get started in tackling such an implementation or plugin building in general. (And if this undertaking is even doable.) Unfortunately the HDK documentation is already a little too advanced for me and I couldn't find a way into the subject matter. I would be very grateful for any help. Cheers, Martin
  13. Pyro upres advise.

    I really have to bump this thread - I found this particular example of the up-res-setup to be one I will be using in any pyro I do from now on I think. I think it's amazing! Thanks so much Julien! Also played around with comparing it to a sim that is the same size as the up-res initially. The up-res-method has a speed gain of about 30% from my test. The file is attached! That's the compare after 100 frames. Geo 2 is the sim that is high-res initially. Cheers, Martin simple_upres_bunker_comparison.hipnc
  14. My easy fix for this exact issue, which I've been dealing with for a long time now as well: Take the asset that sends your job to Hqueue, open Type Properties. Under "Save" there is a Checkbox with "Unlock New Nodes on Creation". Check that. It sort of defeats the purpose of an HDA (that it is only saved under assets and accessed by your project file, because it saves the nodes inside of the HDA into the project file. However, it still acts as a tool you can just plop down and use pre-configured. But judging by my take on the asset, it's only a couple of nodes inside. So that shouldn't be a big deal to save into your scene each time. Hope that helps!
  15. Tranfer between pyro clusters

    Huh. Well, I did think about it, but now that you say it in a structured manner, it becomes REALLY apparent that I should have been doing that all along, hahaha. Thank you! I suppose I wanted to try clustering for once. Well, initially I planned this setup to be also used for a second shot where the rocket is already in space and flies past the camera. Since the rocket ideally doesn't fly in a straight line (comicesque style) it would then definitely be useful to use clustering, but then I'd run into the issue again where the transition would be apparent when the source is inbetween clusters. That would either take a lot of overlap of the clusters or the setup of transferring velocities. I just feel there is very little that is missing for this setup to work, no? Some expression to be tweaked slightly or nodes to be hooked up in a different order. For now I've just ran out of motivation to keep trying.
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