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About DHartleRyan

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    Daniel Hartle-Ryan
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  1. Procedural Potion Bottle Tool

    Here we go, didn't get a chance to make a clay material (opaque in yellow). The amber material doesn't really work and the random values for some of the the potions liquid and the randomly coloured glass bottles (you can see the randomly coloured glass bottle in red bottom right) I might be able to fix this by multiplying them by normalizing times by 2 and clamping the vector but I also I might just ditch the coloured glass or turn the transparency down for them. The dirt and dust shading became too dominant so I limited it quite a lot and now it's barely visible so i'll have to fix that. The biggest issues are with the horizontal periodic artifacting on some of the glasses as well as some of the glass tops show some greyishness. After I've fixed all of these issues I'll finish the glass chipping and then work on the procedural labels I've started but gave up on before.
  2. Procedural Potion Bottle Tool

    Forgot to post my results yesterday, finished the rough glass shader although I need to find a way to randomize the texture of the glass a bit better. I might try to export the potion bottles seed then feed it into the shader and randomize the postion, but I'm not sure how the shader will cope, shading multiple bottles with a different value for each. Still having trouble with the neck geometry extruding downwards sometimes, it's a painfully easy fix but for some reason it keeps happening. I'm finding these blog posts in this forum really helpful though as I end up sticking to the thing I set out to do in the previous post. Yesterday I started on trying to create chipping on the glass where the mean curvature, curves outwards more using a scatter and a cluster sop and realised I hadn't developed the rough glass shader past the displacement, the lights and background. Almost treating lighting and rendering as its own thing! And not just an oh shit after thought. Anyway, today I'm gunna try fix the neck geo (you can see it being weird in pictures 3 and 4) once and for all. Then make the rest of the shaders: Amber glass, Green Glass, Aged yellowing glass, Clay, brass stopper and use someones tiled cork texture to tri-planer a cork top (feels like cheating, but it's what I'd of done for a client and making cork would feel like a whole other project. I've only used substance designer twice and never used cops so it'd feel like a whole other project). Then I might redo my lame dust shader, should be able to do this all in a day but who knows. If I get time I'll finish my glass chipping code. DHR
  3. Procedural Potion Bottle Tool

    Nice, bug fixes done. Had to ditch the triangle shape as it caused too much of a headache when it came to a linear interpretation with a circle and added a simple heptagon (a decagon just comes out as a circle). However, I might add a twist possibility now that the triangle is removed. The lowest level of detail is still a bit naff so I'm gunna have to look into that a bit and the high level of details above 6 or so lack something to be desired but I think it'll be fine as the level of detail is just a happy benefactor of having a procedural asset and not the end goal (the end goal, not previously stated, is somewhere between Snapes office and Shrek 2 fairy god mothers factory). To continue I'm gunna work on the shading at the moment, to get something nice to show. Although something to consider is that some potion bottles are painted clay which'll mean I'll need to soften some of the sharp edges . Potions Iteration 3
  4. Procedural Potion Bottle Tool

    Turns out the first real 200 lines of code that I wrote for iteration 1.0 had a lot of mistakes (apparently the green marks on the scroll bar add up). So I decided to rewrite it all and this time use custom expressions(?) to help with readability. I've also stopped with the strong reliance on both smooth and custom input graphs, now I'm using different variations of trigonometry to decide how the potion bottle will bend, which means the bottles look a lot similar over different levels of detail. Instead of custom input graphs I've plotted various graphs of probability, cast it as a vector with 3 different seeds in case I need the same graph again but with a different number, and then fit aand clamped it to my need. As well as this I've added more shapes to the bottles options. Instead of only having 50% chance square and 50% chance circle it now has a 33% chance square, 33% circle and a 33% chance to be a triangle, pentagon, hexagon or octagon but I'm thinking of tweaking these percentages. The overall width of the bottles has been streamlined to a single random input with a seed to aid in fitting them across a shelf instead of the width depending on inputs from the neck scale and height, because of this I haven't added the height property at the moment. Not as important but kinda neat, to keep my code more organised I've also added more comments and even pictures to help, seen below. Next I need to clean up a few things in the code, add a height property which includes in it the different bottle tops, add a few missing things from the first iteration and then add thickness to the glass. Procedural Potions 2.0
  5. I've been learning a lot of vex over the past couple of months and this is my first real practical use trying to make a procedural tool. Let me know what you think! Next iteration is to add more curved lines using trigonometry instead of smooth. https://youtu.be/UsDpGrcrLhE
  6. Bahahah, I understand. Ive kinda given up on it and I'm still thinking about how I can solve it, just seems interesting that no one's asked it. Thank you for the huge help I'll give it a go
  7. I was just using a test curve to make it easier. My thought was that if I could have a rotated container then I could focus on the wake of the boat instead of simming a larger container, being more efficient with my simulation. But I think I'll just drop it lol, it doesn't seem very popular. Thanks anyway
  8. Ah the sink idea is a good idea, I could make the sink container snake with the movement of the boat catching the majority of the wake. I've just got home early so I've attached the hip, thank you so much for the help BoatOnWaves.012.hipnc
  9. Omg a reply. Thank you. When producing a flip fluid sim the rectangle that holds the sim and boundaries runs parallel to the X Y and Z axis. What I'm trying to a achieve is rotating this box in the Y axis effectively having the simulation rotate with my boat and the source of the particles (ocean source) helping me save on simulation. I can send the hip when I get home from work, I hope that's enough to help your understanding. If you need anymore clarification please let me know.
  10. Anyone? Please?
  11. Hi, I'm struggling with an issue I have at the moment where I have a boat that floats along an ocean surface which follows a curve. The idea is to have a path and an ocean I can evaluate and have a boat bob to the waves (I've done this part) and have a guided ocean simulation follow along with the boat. I've then taken the normal and the up vector and used trigonometry, one unit length circle and vex to create Y rotational data. Then by diving into the ocean source node and applying this to ocean evaluate and boundaries with out interfioring with the ocean spectrum I end up with a rectangular particle source that rotates with the boat allowing me to have a smaller source of particles (instead of a large square centred on the boat) that highlight the back and side of the water next to the boat. My problem from here is the flip fluid solver only takes the centre and size from the ocean source, held inside gas resize fluid dynamic nodes of the flip solver. This gives my fluid simulation an incorrect result. I'd like to be able to apply the rotational values to the flipsolver using position, object position, motion node or anything else that would work. However upon facing this problem I've realised my knowledge in dops is extremely lacking and I'm confronted with green and purple outputs of nodes that don't like working together. I have a feeling this is possible due gas resize nodes ability to rotate for clustering and other pyro Sims, I just have no idea how. Can post my hip when I'm back from work later today, if you have any questions please ask.
  12. Just handed in my last university piece and I've created a showreel with all of my work for the past year. Feed back would be really nice thank you. Showreel: VJ loops created for my dissertation: https://vimeo.com/338014461
  13. Brick wall tool works when moving the spline in x and z direction but when moved upwards the rotation of some of the bricks is rotated in a strange way. BrickWall.hipnc
  14. Beachball noise pattern in vops

    I fixed it. Did a polar UV unwrap, then converted the uv attribute to a custom primitive attribute called BBS. Then used the primitive vector attribute do it the way jkunz07 suggested.
  15. Beachball noise pattern in vops

    That works really well, but only really works with a sphere primitive or mesh, Is there no way to do it with P?