MIguel P Posted July 7, 2006 Share Posted July 7, 2006 Hello, I've done a scene inspired in Impact system tool by Daniel P. Ferreira, but in Houdini. The impacts are simple cookies. http://rapidshare.de/files/25187066/impacts.rar.html Quote Link to comment Share on other sites More sharing options...
MIguel P Posted July 7, 2006 Author Share Posted July 7, 2006 Now I've done a OTL to do shots automatically. I put a video using it and the OTL video: http://rapidshare.de/files/25204136/ImpactOTLsample.avi.html OTL: http://rapidshare.de/files/25209835/ImpactSystem1.zip.html Quote Link to comment Share on other sites More sharing options...
3__ Posted July 13, 2006 Share Posted July 13, 2006 could you upload the otl to exchange? rapidshare is just too nasty. thanks, -cpb Quote Link to comment Share on other sites More sharing options...
MIguel P Posted July 13, 2006 Author Share Posted July 13, 2006 could you upload the otl to exchange? rapidshare is just too nasty. thanks, -cpb Ok. I've done bests impacts, but I haven't put its in OTL. ImpactSystem.zip Quote Link to comment Share on other sites More sharing options...
3__ Posted July 14, 2006 Share Posted July 14, 2006 nice work! only a couple of suggestions: a target handle and smoke puffs (sprites). ... and maybe also jitter and cusp controls. -cpb Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 10, 2006 Author Share Posted December 10, 2006 Hello everyone. I revive this post. I have been working in the tool. Now it has point subdivision and displacement in the impact zones. sprite dust, and debris. The depth of the impacts depends of the distance to the gun. Example video: http://www.miguelperezsenent.com/Media/Ani...ons/Impacts.avi Image of the controls: http://www.miguelperezsenent.com/Media/Tests/bimpsys_img.jpg I attach the otl. BulletImpactSystemOTL.zip Quote Link to comment Share on other sites More sharing options...
MatrixNAN Posted December 11, 2006 Share Posted December 11, 2006 Dude, You are awesome. Looks really good. Are you going to put this up on the Exchange? I think the only thing that could make it better would be fracture patterns from the bullet holes on the surface of the models that it strikes. Perhaps based on some kind of ductile value for the surface. Cheers, Nate Nesler Quote Link to comment Share on other sites More sharing options...
Marc Posted December 11, 2006 Share Posted December 11, 2006 Hey Miguel Very cool work, I like it alot . M Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted December 12, 2006 Share Posted December 12, 2006 First post, hi everyone Dude it's an extremely cool system! I did a similar setup in 3ds max, but I'm currently learning Houdini more seriously about a month ago. Cheers! Quote Link to comment Share on other sites More sharing options...
Marc Posted December 12, 2006 Share Posted December 12, 2006 Hey GallenWolf, welcome to the forum . M Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 12, 2006 Author Share Posted December 12, 2006 Thanks. Hey GallenWolf, I saw your system some months ago in your web. My impacts are also inspired in Daniel P Ferreira's system for max. He gave me some recommendations in a spanish forum Quote Link to comment Share on other sites More sharing options...
stevenong Posted December 12, 2006 Share Posted December 12, 2006 Hi GallenWolf, Welcome to the forum and hope you're having fun learning Houdini. Cheers! steven PS It's nice to see another Singaporean here. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 12, 2006 Author Share Posted December 12, 2006 Well, Now the holes have noise, there are more layers of debris, and I have implemented the light instancing in the impacts. I hope you like it http://www.miguelperezsenent.com/Media/Tests/impacts4.avi Quote Link to comment Share on other sites More sharing options...
danielpferreira Posted December 13, 2006 Share Posted December 13, 2006 Hello everybody! I see a lot of familiar people around here [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
lisux Posted December 13, 2006 Share Posted December 13, 2006 Hello everybody!I see a lot of familiar people around here Great work, man! It look so much better with the lights. I still think the holes' shape and size wouldl benefit from more variation. Also, I think it would be cooler to see the impacts happen faster, more like a machinegun Last thing, the sprites shadows show that their are cards instead of volumetrics. You should find a way to fake the shadows so they are softer and less defined. Great miguel. I think that to solve the shadows problrm you can use deep shadows, and use continous interpolation, maybe you will get good results with them. And great to have you here, Dani. Quote Link to comment Share on other sites More sharing options...
sanostol Posted December 13, 2006 Share Posted December 13, 2006 Hi Miguel, oh man this is looking very good. The impacts, the dust and debris, everything comes along very convincing. Great miguel.I think that to solve the shadows problrm you can use deep shadows, and use continous interpolation, maybe you will get good results with them. And great to have you here, Dani. Quote Link to comment Share on other sites More sharing options...
lynbo Posted December 13, 2006 Share Posted December 13, 2006 I like what your doing here. It looks great. just one thing The impacts points don't light up in the real world. there is no flash. I know this is done for dramatic impact, and I do like it, but it's not really technically correct. sometimes you might get a little spark but usually not noticeable. If this were a metal object then the sky is the limit for sparks and flashes and whatnot. If thats the worst crit I have then your doing really great. really great work. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 13, 2006 Author Share Posted December 13, 2006 The impacts points don't light up in the real world. there is no flash.I know this is done for dramatic impact, and I do like it, but it's not really technically correct. Yes, I know it doesn't happen in the real world, but like you say, it is done for dramatic impacts, and if I don't want light flashes, I can turn off the toggle easily in the system . In this scene I'm only testing the different features. Quote Link to comment Share on other sites More sharing options...
MIguel P Posted December 14, 2006 Author Share Posted December 14, 2006 Added random size for the holes. I think now looks better. Quote Link to comment Share on other sites More sharing options...
lisux Posted December 15, 2006 Share Posted December 15, 2006 [quote name='MIguel P Quote Link to comment Share on other sites More sharing options...
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