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eyadorabi

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About eyadorabi

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    Peon

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  • Name
    Eyad
  • Location
    Dubai, UAE

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  1. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  2. Sand blowing over sand dunes

    https://arxiv.org/pdf/1201.4353.pdf thank you! Now need to figure it out
  3. Sand blowing over sand dunes

    Yes absolutely.
  4. Sand blowing over sand dunes

    Great work! Very inspiring indeed
  5. Sand blowing over sand dunes

    Hey guys, any update on this. It is very interesting. Have you managed to produce results?
  6. POP Grains - Experiments and Issues!

    When I have created the grainsource I hade the explicit constraints turned off. Mia it safe to assume this would reflect on the above? Do I need to turn on the the explicit constraints create option? I noticed my sim gets slow when this option is turned on
  7. POP Grains - Experiments and Issues!

    first render. still needs a lot of work. Statue_Sand_DisConst.[0001-0240].mp4 Statue_Sand_DisConst.[0001-0240].mp4
  8. POP Grains - Experiments and Issues!

    Updated 5 million particles. Looks stable but can’t control the setup to my liking. I will still have a second look at the master class. untitled.mp4
  9. POP Grains - Experiments and Issues!

    Thank you.
  10. POP Grains - Experiments and Issues!

    Hello, I have been experimenting with Grains node and shelf setups as as custom setups. I started with a sphere, then a sand castle and last was a statue. Some results were pleasant then I ran into some issues. Weird and strange behaviors such as floating sand clumps. Mainly it looks like too much force or friction. The problem that the solver feels like it is too sensitive (minor values can change things very quickly). Any pointers or advice is greatly appreciated. Copy_of_SandCastle.mp4 SandCastle_002.mov SandCastle_003.mp4 SandSolver_issue.mp4
  11. Hair / Fur custom geometry or shapes

    Ohh sorry I was not paying attention!
  12. Hair / Fur custom geometry or shapes

    Is there an example of such setup. I tired but cant get to scale on Y for instance based on point color.
  13. Hair / Fur custom geometry or shapes

    Hello again, Here is another method following Rohan Dalvi technique: recreating mograph in Houdini - 5 - shader effector and displace deformer However, it can get super slow on this scale as shown in the screen captures. Also causes my GTX Nvidia 970 to crash And therefore, I prefer the Hair and Fur approach if it is possible at all. Cheers
  14. Hi All, I am not sure I am posting this in the correct Forum segment..if note please let me know. For the life of me I cannot find a way to replace/control the hair shapes from ribbon to cubes or hexagons and etc..... Trying to achieve in the images below using Hair and Fur as it is much faster than using the Copy stamp Sop. I have tried Polywire (super slow) and I was using the Hair shelve tools. So created a Geometry Node with object merge using the output of the Hairs ====> Polywire. Any suggestions would be great The below is the result achieved so far....super fast performance Cheers!
  15. I just looked at the file....NICELY DONE
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