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About MaximumsProductions

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  • Name
    Max Moseley
  • Location
    Blizzard Entertainment, Irvine

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  1. rbd into grains

    No problem, wish I could help more. Not exactly sure the effect you're going and I haven't done recursive looking fractures but if I had to guess, I think I would do your initial RBD sim as a low res guide like you have currently, and then feed that into another RBD sim (and repeat this process as many times as you want), that is a further fractured version of your pieces, and activate those based on your speed logic and then when those pieces activate and break apart in the 2nd sim. Use that data to emit your grains from, - Which could be instantaneous frame like you have currently, or based on their rest comparisons. So, as soon they separate more than 0.1, make that emit, IE : 0 : don't emit, 0.1 : emit, 0.2 and on : don't emit. Perhaps as that recursion happens, scale the rbds almost out of existence if you're going granular. - Just some ideas.
  2. rbd into grains

    Hello! "I am trying to get it to emit once when the rbd piece is moving the fastest". I just did this to your scene.. I think my approach miiight be heavy for production.. maybe not, I'm tired ! Sometimes solving the RBD centroids if tons, can be heavy, so may be a more optimized smarter way to approach it. good luck, hope it helps. MM_send_rbd_into_grains.hiplc mm_rbdgrain.1.mov
  3. POPs Alpha based on point proximity (distance between neighbours)

    Hey this is just neighbors based. I'm not exactly sure how I'd go about distance, except by per point, add the sum of all the distance from pts found in its vicinity and store in each and normalize for the whole cloud. I'm not very good at point clouds so I would end up doing something silly like creating all the prims, and measuring those and summing them haha. But if you want based on neighbors beside them. just refit the number of neighbors found and play with that normalized value? Cheers, hope this is a step in the right direction. MM_Send_AlphaPointProximity.hiplc
  4. Viscous fluid flow off emerging geometry's top

    Hey There, So I think there's a couple ways to think about the problem. I think straying away from pure simulation and theory, and going toward helper geometry can help this. Basically have points advecting randomly, or in some way, around the top portion that they're sticking, and transfer velocity (or any attribute you discover can help the effect you want Ex, friction, stickness, viscosity etc). to kick them off, I'll upload a couple tests I did for maybe some ideas if you want to try that route. You could compare during solve, which ever particles aren't moving and only affect non moving ones but Flip is my weakest area so can't remember if you can just import the Geometry in a solver without repercussion. In your file I just did a shortest path to get procedural vectors for the flow, and pcloud overwrite their vels during solve. Probably as brute force as can be. But hopefully if this is the effect you were looking for, you can expand upon the logic. Cheers, I hope this clears anything up or helps in anyway if not quite what you needed. MM_send_190620_Instagram_FlipTankExample.hipnc W8_velocity_mixers_particles.1.mov W8_velocity_mixers_meshed.1.mov
  5. Add points to a primitive

    Oh I'm sorry about that! I'll look into what you're saying tomorrow and try something if I can. This might be over my understanding. Maybe someone else understands. Good luck till then!
  6. Add points to a primitive

  7. Pyro clustering problems

    Sorry low on time but I hope I can get you a direction. (I didn't really see the setup much. So I believe there's multiple things. Still figuring out the debugging process myself. Your sources are likely clipping into your container when they are on an instance frame, and there isn't enough volume to what I presume is likely the voxel grid. so ex frame 300, your volume technically transferred to your cluster sourceframe and instantiated the obj for that cluster. But there was no data seen. so Frame 301 you have no grid and it's gone and refuses to look again for your fields. I'm not 100% probably but like an unsafe 80% lol sure if I'm right here, cause I don't know if increasing the padding to high amounts would help or not - certainly wouldn't be as optimized, though you could skew an axis in this example. Basically I want to think your volume clipped when its got into the grid, so clipped to the point it had little data to be seen. ( I could be so wrong though , just has been my observations ) The solution consistently found is using the tracking object, which if I recall won't work if you're using all your obj containers/grids in the same sim. So you'll need to wedge your sim for each cluster, so tracking object works properly. on each cluster you'll want to get the current bounding box of where your objects are. Which can be as simple as making a line of your path, and attr transferring where your rockets currently are and have been on that line, and blast wherever they aren't (just Cd comparison). And do a bounds on that path or whatever you're using, and that bounds you can add as much padding as you want to ensure to find your volume source, and still be optimized with gas resizing. This bounds of your path where your object has been will be your tracking object - for that cluster. Also fun fact, that took me awhile to figure out I wasn't crazy but viewing multiple grid clusters, depending on your setup will re-adjust your visualization as containers are added and will see odd data of how your temp/density etc are behaving - or at least this was case for me. Hopefully this is enough to help at least a little bit.
  8. Arnold Instance Offset Volumes

    Thanks so much Peter, Uploaded my hip file. If anyone is interested, unfortunately setup includes my loop for clustering but can easily remove. subnetted my 10 clusters of 400 frames each using their names "ref_####" as the frame number, so I could copy the 400 nodes needed heh, need to learn to incorporate python into houdini I think to be cleaner. $JOB/geo/fx_name/DII/FireMeteor_vertical_B/v001/`opdigits("..")`/FireMeteor_vertical_B_clusters_`opdigits("..")`.`opdigits(".")`.vdb skyrocketed my hip file size but worth it hehe. Really want to get into learning IFD's but yeah its a silly restriction for indie. I appreciate explaining the workflow and theory behind .ass in this case. Will come back to whenever I am at a studio, cheers! Meteors_InstanceHack.mov MM_arnoldInstanceHack.hiplc
  9. How do I - Gas Field VOP on Pyro sim?

    Cheers! If you're more interested in gas vops and want a all in one resource, Saber Jlassi has a great pyro workshop.
  10. How do I - Gas Field VOP on Pyro sim?

    Hey, not exactly what you're looking for but just an example how to use perhaps. In your case for example, can do a noise that applies to divergence, temperature, fuel, or vel for different effects. This example is just modifying vel Sorry if this is already common knowledge. max_gasFieldVop.hiplc
  11. Pyro FX on animated geo

    Should upload your file with example to understand what the problem is exactly. but yeah I don't think there's anything special here. Static object, circumstances would be point / obj deformation checks. but sourcing - will source wherever the volume source is. anim_pyro.hiplc
  12. Arnold Instance Offset Volumes

    Hey there, Having a little bit of Arnold trouble, I'm a little inexperienced rendering limitations and instancing with Arnold. Trying to load in instanced vdb's via an instancer obj node, using per point instancefile. But they're not renderable.. I did same with instance sop, but they weren't renderable, until I unpacked them -- which I believe defeats my purpose. Just trying to instance a volume , and offset time for variation. --- probably limitation with packed prims with Arnold but it'll work if I directly Instance Object my Arnold Volume obj node (where I lose offset control, per point). So a little confused. htoa 3.03 atm perhaps I could update because I've been told recently packed prims were further supported. Houdini Indie, so no access to .ass files. If I @instancefile (instance sop), I get access to the frame variable. but I have to unpack. If I @instancefile (instance obj), within an instanceobj, I get no render effect. If I @instancepath (instance obj), within an instanceobj, I can render, but have no access to the frame variables. Cheers, will play around with and give my solution if any.
  13. Starcraft Growth Project

    Hey, thanks a ton Michele, gives me a lot good feelings Thanks for the idea! I'll definitely try it out as soon as I get back on this. Wish you fun on the exercise! Cheers!
  14. H16.5 SourceVolume vs H17 VolumeSource

    Ah, thanks a lot for clearing that up for me!
  15. Starcraft Growth Project

    Hey there! Trying to be more active. Here's a WIP of a project I did for Peter Claes's Houdini class. Such a cool technique to play around with. Struggled a ton, and have lot of extra RnD elements that got gutted haha. But I learned a lot. Have to Re-Render, have some slime / rivulets for the eggs in the next render, which I have been struggling with. Initially was flip but switched to something simpler and less heavy.. Had issues transferring V for motion blur due to changing pt numbers but I'm sure someone probably could figure it out! Wanted to add one of the eggs exploding. but stretched thin on time. Will do another rnd for it. Will re-render without motion blur I think. Someone had idea of adding veins, like a neural network that activate and reveal. but I failed at that for texturing lol. I think I could brute force it with geometry to replicate it but that just seems wrong. Also I keep running into Lights inside Volumes on my projects.. makes clearing up noise pretty miserable! Will return to this project after school and expand on it.