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CeeGee

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CeeGee last won the day on November 8 2017

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About CeeGee

  • Rank
    Illusionist
  • Birthday 05/24/1983

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    http://www.igorfx.com
  • Skype
    igor.zanic

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  • Name
    Igor
  • Location
    Belgrade - Srbija

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  1. Its realy depend of your simulation, one thing that you will notice for sure is 3x less memory usage, but speed its diffrnet thing, sometime i have maybe 50% faster, sometime 2x faster, but only if my container is deep like 5-20m depend of shot. So speed that you are getting i think its more then ok, but be sure to chk memory this is where you will have more save compare to full tank.
  2. I need to chk for scene because i don't have permission to share it, but let me try to explain. Mesh part I just split particles using speed and vorticity, and low speed/vort areas i used vdb from particle fluid with some smooth mask, same as default particle fluid mesh do and on high speed/vort values i add high res settings on vdb from particles fluid and then just combined 2 vdb volumes and convert to poly, thats all Rendering part - its just fluid mesh with displacment on top, using speed and vorticity to add bit of color, and there is simple bubbles and foam sim render as points under surface. - no this is not like whale sim, on whale i did convert surface filed to mesh and then add displacment, but because i wanted to get all details from sim, i did fluid mesh on this one.
  3. Setup is very easy, one button Everytihng is same as before with Houdini Flip, this narrow band just save a lot of memory, now you can make deeper tank sims that give you more realistic look, and in past that you are limited with depth because of particle count. I don't like to compare with Bifrost, because Bifrost is till closed you don't have that control like in Houdini, when they open there node graph stuff then its going to be easier to compare.
  4. With shark sim there is not secondary sim, i treid to get all from single sim with nice mesh details
  5. I used 2 workstations on this i7 4790 with 32GB of ram, and 2 x Xeon E5 20core per cpu with 128GB of ram. Most of sim times are 5-15min per frame, using from 25-120GB of memory,if you think with full tank most of sims are going from 400-900mil particles, but with narrow band its much easier now. Spaceship sim was 120GB of memory because at the end it was 1.1Bil particles, you have some details on single spaceship playblast, particles and voxel count. Igor
  6. I had chance to test new Flip NarrowBand workflow and wanted to share resaults with community
  7. WIP - ok++'s softbodies RnD + .hip files

    Thanks a lot for sharing
  8. Hello Guys, Saber Jlassi and Igor Zanic are glad to announce the formation of REBELWAY CO, an online school that will focus on producing the most high-end online training. Our goal is to teach Sidefx Houdini primarily along with high-end renderers like SolidAngle Arnold and realtime rendering technology like Unreal Engine 4.0. We are proud to announce our very first workshop aimed at teaching Procedural Assets Creation In Houdini. This workshop is for all 3d Artists who want to dive into Houdini and use it for environment creation for VFX and Games. Promo video: https://vimeo.com/sabervfx/rebelway Course link: https://rebelway.net/advanced-asset-creation-in-houdini-for-vfx-and-games/ Note: all the renders are straight from arnold I hope you guys like the content and find it interesting.
  9. Ship sail RnD

    Large ocean is plane with displacment, cut in middle where flip sim is. you can find similar workflow in this tutorial https://www.fxphd.com/details/?idCourse=432 , this is complete tutorial for this kind of effect. Yes in my sim splash go over, because this is just RnD, for final i would make bit bigger container and also stronger advection around edges to get better blending. Most of my splashes come from simulation, only strong impact ones are doing using cookie from ship and ocean, and used that as extra emiter thats all, but most are from flip sim.
  10. Ship sail RnD

    Hi, I wanted to create better setup then waveLayer and splash tank, so i manage to create my own guideLayer using mix of waveLayer and splashTank workflow All sim details, core sim and foam sim count you can see on videos. video01 video02
  11. http://ibi.ac.ir/ff92c

  12. Particle rendering/delayed load

    Like Mzigaib suggest -spot light with shadow maps; -uniform volume shader - render points as circles 120mil particles - 1080p - 8-10min render time
  13. Latest collection of my rnd work

    Something i add VDBfromParticleFluid and use gradient of that surface filed to add normals to points, or i use surfacefiled from main fluid sim and with same workflow using gradient create normals.
  14. Latest collection of my rnd work

    Thanks, a lot. There is option to pick how you want to render particles sphere or circle, circle type work better when you add normals to particles.
  15. Hi, I didn't post anything for long time, this is latest collection of my houdini rnd work - Whale - Thresher jump - The Dragon - Water Splash RND - Houdini Ocean Extension Igor
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