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aracid

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aracid last won the day on June 6 2010

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About aracid

  • Rank
    Houdini Master
  • Birthday 12/23/1981

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  • Name
    Brian
  • Location
    weta
  1. RBD to unreal

    Thanks for that. Yeah indie all the way, it seems like such a good option.
  2. RBD to unreal

    Hey Everyone I found this video really interesting focusing on some interesting H16 release features. SideFX Houdini UE4 Plugin | Developer Interview | Unreal Engine How to take advantage of textures in the vertex shader Looking back at the videos from Steven Burrichter, all the required information is inside the otls shipped with his release. Thanks for the tips guys. Brian
  3. RBD to unreal

    Hey all Could anyone point me in the direction to get a rigid body sim into UE4, I've got the Sim (it can be super simple) and I'd prefer FBX. Ideally I don't want deforming geo. The closest I've found is this workflow but it seems like the code isn't maintained. (This isn't mine) LINK https://vimeo.com/124874315 https://www.orbolt.com/asset/LaidlawFX::RBDFBXExport::1.0 I wanted to know if there's something I'm missing. Thanks once again in advance. Brian
  4. Weta - Hiring FX Td's

    Hi there Just a heads up We're hiring artists for a few shows which extend into 2017+. Mostly senior/leads/Fx Sups with min 3-4 years worth experience. The best thing to do is fill out the questionnaire on this site https://www.wetafx.co.nz/ Feel free to contact me if you have any questions, either via pm or the forum. Cheers Brian
  5. Hey Everyone I'm looking for a solution to define either http://en.wikipedia....-slip_condition or a free-slip boundry condition. defined here. http://books.google.co.nz/books?id=LhUZLv3pAcAC&pg=PA52&lpg=PA52&dq=free+slip+fluid+boundary+condition&source=bl&ots=VqWb66AbV-&sig=p8Or9xWhefl2mycuxC0Xk0i7Oxo&hl=en&sa=X&ei=yl-VUv8kyu2QBY7CgbAC&ved=0CHEQ6AEwBw#v=onepage&q=free%20slip%20fluid%20boundary%20condition&f=false Essentially I'm trying to rest two fluids on top of one an other (FluidA ontop of FluidB) and specify the fluidA to have fluidB's velocity only on the boundry. I see with the flipsolver there is enforce_side_boundaries piping into the pressure_solve and again enforce_side_boundaries_viscosity piping into enable_viscosity Both use the Gas Enforce Boundry DOP According to the doc's "The Gas Enforce Boundary DOP enforces boundary conditions on a field. There are two types of boundary conditions. The first are the side boundaries that are setup when the field is created. The second are collision boundaries which are specified by the collision object." Should this be thought of in the same way as within naiad and various other CFD packages where one can inform the solver what the fluid should do across a boundry, ie no-slip vs freeslip etc? It seems like this what I'm after however If this isnt even nearly where I should be trying to solve this, could anyone point me to the right direction? Thanks in advance Brian
  6. Beach Wip - H12.5 Fluids

    That looks great ! Could you elaborate what you're providing the solver to define the curling waves/shapes seen ? Once again, really cool test!!
  7. Blocky Smoke Render from motion blur

    Hey Bandini This is something sesi posted as a solution to a similar artifact, 1) Add the 'vm_velocitybounds' parameter (in Mantra/Shading) to the object and set it to the maximum velocity value, in units per frame (not in units per seconds like the "v"/"vel" attribute). Maybe this could work ? Cheers
  8. Hey Alex yeah I'm interested something similiar, i know that prman does that, in our case we have a display driver that writes sxr, but its essentially exr II, that being left and right eye so if it needs to be exr x 2 for the right and left eye, thats fine, because we can combine the two into sxr, its more the inconvenience of having two rops, ribs, and rendeirng for each eye. I couldn't comment on the mantra reuse of shading data however I'm curious about being able to write out two images or one, from one rib Cheers
  9. Hey everyone I dont see an parameter to add a secondary camera on a prman rop, What would be the best way of rendering each eye using prman via houdini? Right now we render two sets of ribs and exr images and combine them in the end, However we'd like to render one rib straight to either exr with each eye embedded or exr (Left,Right) Eye separately. Thanks in advance Brian
  10. Hey All Im currently experiencing it with H11 and i cant even find the file under my houdini11.0 folder, or any folder for that matter. This is under a Linux OS Anyone else run into this problem ? Cheers
  11. Inevitable Sunset of the Liquid Horizon

    Excelent piece man Well done
  12. vop pattern

    Hey there By using a rotation vop See the below file rotate.hip
  13. Foam Patterns

    Hey Christian I hope thats a photo You have 2 general elements there that are hard to produce but for the surface foam, What about layering voroinoi noise, but displacing the P that goes into the texture lookup using another noise to break up the edge. Essentially layering different frequencies of that pattern, with a MAX or Mult as your composite in your shader, this result should drive your displacement and somehow mix in between two looks inside the shader based on this pattern. one look is the "water, with a lot of spec and transmission/refraction/scatter, the other look is a diffusive/foam look. then for the bubbles or aeration, you could sim some particles rising below the surface and either use a point cloud approach where you transfer a value onto the water surface based on the distance from the points, which would give you a blurry aeration look, or if you can trace these points, its way harder and slower but may resolve individual points, and if you blur your gather call ever so slightly, that gives you the bubbles rising look. would be cool to see any WIP because we doing something similiar right now. Cheers
  14. Terminator Finger welder

    Hey Man It looks great, the arm really looks pretty cool it seems like the flickering light should be a little more local, ie have some attenuation and have it effect the skin as well, u can see how its effecting the hand but not the arm on the second cut, id try spread the brightening across the inner arm a fraction just to motivate the highlight on the bulb of the hand. I'd fix is the speed of the sparks, sparks generally move a lot faster. the flame is a little regular, maybe use some low frequency noise to break up the length and texture. The specular on the metal inside of the arm seems very uniform, id try break it up with ether a little bump to break it up across the length of the highlight, or some anisotropic shaders, to give the impression of a grain. whats causing the highlight to move as the arm moves, it seems like its a light parented to the flame ? Just some thoughts hope this helps, great project either way. Cheers
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