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aracid

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Everything posted by aracid

  1. 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
  2. RBD to unreal

    Thanks for that. Yeah indie all the way, it seems like such a good option.
  3. 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
  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. Where Are You Now?

    Hey all It has often crossed my mind to try organise "yet another usergroup evening", I'd be interested in knowing more about where people are on this forum, and I was wondering if you guys felt the same? I'm sure it would be useful to see what these figures tell us and maybe this can lead to more user groups all over the world. So please could you ammend your thoughts of cities you think should be on the poll. I've probibly missed a million places, So please inform me if i've missed you:) or if u feel that i need to be more specific, ie break a country up into cities thanks in advance
  8. Hey all So I'm trying to get a solution to take animated geometry into xsi or max from houdini and I've come across the pc2 file format, which is basically a binary file format that is used to store the animation for a particular object. I know that this has been done before, but I'm keen on publishing this so that its free for all to use. So if u keen on trying this tool, please feel free. houdini to pc2 its very limited atm, but its the first version, and thats why feedback and comments would be great, What it does and how it works, and how to use : is basically converts either a sequence of objs or a single clip file into this pc2 file format, I use http://www.footools.com/plugins/docs/PointCache2_README.html to read the pc2 into 3ds max as a modifier, and within the zip there is a tool to read the pc2 in xsi. if anyone has any issue using this, please let me know, but its pretty basic.
  9. 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
  10. 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
  11. 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
  12. 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
  13. Inevitable Sunset of the Liquid Horizon

    Excelent piece man Well done
  14. vop pattern

    Hey there By using a rotation vop See the below file rotate.hip
  15. 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
  16. 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
  17. power generation plant

    Thats really cool!!
  18. photorealistic water

    Hey Many times when doing fluid effects, people chase after large numbers, when in many cases its just variation's of frequencies that are important. the only thing I'd avoid is trying to get "too much" of the same thing into your sim, we found that in most water shots, spaces are are just as important as the sim itself, so looking at the you posted, you can see the stratification in sim, which comes from the emission criteria. One thin I think doing when doing something like this is having the same source of emission(with a little variation) and have different seeds, so you have larger shapes that have small variations. ie starting with some base sim with low frequency, I dont mean frequency in noise as a force, but rather rate of emission, having "spaces or gaps" in your emission is absolutely crucial. creating a pulsing movement, ie pairing your emission velocity with emission rate. Id also go with the seeding method, that way you can multiply the numbers of particles by just seeding variations of your sim, this aids with keeping the general structure of your water, but when you want to get the numbers up, you can just wedge/seed your sim and come back after a cup of coffee. it might be worth your while to focus on adding mist either as fine particles or as smoke, rendered fair faintly, with less gravity, ie advecting you particles though a very course fluid sim and advecting more particles through that to get some cool whirly mist, or just using curl noise. I agree with Marc that SPH forces arent critical, a lot of clumping can be created via clever emission criteria - especially if you have a lot of motion blur. If you can introduce SPH as post force, ie dial in your sim and get it working, then add sph right at the end to form clumping and stingy particles, thats great, by using dops, but be aware that you gonna be loosing a fair amount of time, and I wouldn't run it on all your particles, just for a portion of them, giving you the suggestion surface tension is normally all it takes. when doing this shot, you can clearly read shapes within the structure. http://www.fxguide.com/wp-content/uploads/2011/01/weta_armada4.jpg the key essence is that shape supersedes amount, ie, if I doubled the amount of particles, it would loose structure and not aid the shot. Now given that this isnt a fire hydrant and our scales are slightly different, however this philosophy seems to be applicable in many places. in the above picture, i had 30% of my particles going through sph the rest were just normal particles with some cool drag models and mist. In terms of shaders etc, you'd be surprised at how simple splash shader's can get to get believable results, the problem is normally the fact that you have translucent particles, and establishing normals, so that you get some nice kicks of light coming off the highlights but that dont become too "noisy". deepshadows seem to be crucial in supporting the cauliflower quality of water, but my trick here is to light with a fair bit of soft back rim lighting, with every light using deep shadow maps, to basically shape the detail. I totally agree that Ambient occlusion is needed, its great for revealing creating shape's, but its good for contact with other objects, but we play it down a lot because theres a lot of light scattering inside splash and foam, and water in that state is not very diffusive. Hope this helps
  19. Bullet vehicle

    Thats cool man
  20. Displace Volumes?

    Hey man great stuff here have you taken a look at the volume compress SOP? I was playing with it a while back and it was amazing how much detail I could preserve whilst keeping the file size down.
  21. PhysX

    Hey That looks great! what's the sim time for the cube like thing collapsing?
  22. particles fluid problem

    can u attached the file
  23. Hey Chris I think the point count may be changing over time, which makes it a problem for the trail sop to compute the velocity. it compares point(1)'s position at frame X to point (1) position to frame X + 1, The problem with that is, if the points's position can't be tracked by either their id or the order of the points, you have to come up with a funky solution. where is the mesh generated?
  24. fire tornado

    this is pretty nuts http://www.bbc.co.uk/news/world-latin-america-11086299 anyone know where to get a high res version of this ?
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