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Maya 2011 Dynamics.


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Does Houdini have the ability to do anything like the lava shown here (Attaching texture and displacement attributes on a per particle basis and then meshing them)?

Yes, the particle fluid surface SOP has an option to promote attributes found on the particles onto the mesh and interpolate between them. If you have a rest or uv attribute on your particles and promote it, displacing and texturing the resulting mesh is trivial.

cheers,

Abdelkareem

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I have been looking at that one last day. To be honest, it is a real breakthrough for Maya. Since Maya fluids have been sh*t for a long time. ex: It is good to see collisions working, things like optimized fluid containers with auto resize on the sim side are good as well, etc. and etc.

But in general, I am not a fan of Maya (although have to use it here and there) and I am always feeling sceptical about those things.

Thanks for sharing though.

P.S: I would be happy to hear more from people who actually used Houdini fluids in production. And I am sure that all of that (and beyond) is achievable in Houdini.

Edited by Symbolic
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I was also quite impressed with the new Maya release - mainly for dynamics and the introduction of Qt for the interface (Finally!).

Still it remains Maya and imo they have the data abstraction wrong... you don't have access to your Points,Normals, custom Attributes or even something like vops...(except if you start scripting which is cool, but a bit slow for prototyping and hacking things together) which is what I tend to use hugely in daily production.

Also I've discussed this with some of my colleagues and it seems there are few if anything at all on the fluids side of things in Maya that can not be done in Houdini at the moment.

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Nice to see some Maya fluid improvements. About time I might say. But we've been using houdini fluids for a couple of shows now. Currently taking over a maya based project because it could not be done within the time restrictions and the lack of control.

So I'm pretty safe to say that yes Houdini can do it, and most of the times even more.

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like what? what can be done with fluids in maya that can not be done in houdini?

Hmm, good question. I think only the last example on that blog is a bit out of the normal scope for fluids. But even that you could probably do with Houdini. Ah well, I said "if anything at all", right :).

Perhaps this is more to be seen as an inspiration for building tools with the existing microsolvers. Or recreating the lava example could be cool too. This could even be a fun challenge to match each example on that blog with a houdini scene file that does the same/more :).

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Since Houdini can do all of this, how might I go about creating something like that lava example? I don't understand how the particle fluid surface SOP deals with textures.

I actually did a lava test at work similar to the maya one:

- simulate the lava using the particles fluids and high viscosity. Enable the rest position on the particles.

- build the surface with particle fluid surface and transfer the rest to the surface (or do an attribute transfer later)

- build a shader with displacement noise using that rest position. The displacement noise will follow nicely the lava...

Because I did my test at work, I can not post the files... Sorry...

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I actually did a lava test at work similar to the maya one:

- simulate the lava using the particles fluids and high viscosity. Enable the rest position on the particles.

- build the surface with particle fluid surface and transfer the rest to the surface (or do an attribute transfer later)

- build a shader with displacement noise using that rest position. The displacement noise will follow nicely the lava...

Because I did my test at work, I can not post the files... Sorry...

Thanks Claude! That will work nicely.

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