anamous Posted October 15, 2008 Share Posted October 15, 2008 We just came off a project where we put a water dress on a model. Our TD Daniel Stern developed a particle fluid force for maya particles, and we (thanks, Stefan Habel) brought these particles into Houdini where we meshed, deformed, and abused them, and rendered them using micropoly PBR. http://www.youtube.com/watch?v=PXmsVW8JxhM&fmt=18 If anyone finds himself in the same position, drop me a note cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
michael Posted October 15, 2008 Share Posted October 15, 2008 really nice work... I wouldn't mind seeing the clean plate.... it would be cool to see more clips of the different stages of this... thanks for posting it! Quote Link to comment Share on other sites More sharing options...
anakin78z Posted October 15, 2008 Share Posted October 15, 2008 Wow, that looks fantastic. If you find a version online that's better quality than you tube, please post the link. Quote Link to comment Share on other sites More sharing options...
King Kirby Posted October 15, 2008 Share Posted October 15, 2008 Higher res of some of it in Niko Conte's demo reel: Niko Conte Reel Oct2008 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted October 16, 2008 Share Posted October 16, 2008 It has to be a really beautiful effect to outshine the girl...but it does. Any comments on the shader? Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted October 16, 2008 Share Posted October 16, 2008 Very nice again, anamous! Quote Link to comment Share on other sites More sharing options...
zasid Posted October 16, 2008 Share Posted October 16, 2008 lovely work !!!! Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted October 16, 2008 Share Posted October 16, 2008 Very nice! Quote Link to comment Share on other sites More sharing options...
anamous Posted October 16, 2008 Author Share Posted October 16, 2008 Thanks for the kind words everyone. The water shader is a simple glass shader, with the IOR set to 1/1.3 of course (or even less if it looked better in a shot). This is one example where micropoly PBR is actually way quicker than normal PBR. Since glass (not having a diffuse or glossy component) clears up already at low PBR sampling levels, and we needed motion blur, we could ramp up the pixel samples while keeping the raytrace variance to somewhere around 9 to 16 samples. If this was a clay surface it would have been grainy beyond recognition, but since it's glass, we could get away with it. The reason for PBR is that the speed hit for specular bounces (AKA reflection/refraction limit) is minimal. We had it up to 100 and had rendertimes of about 2 to 4 minutes per PAL frame. The particle fluid surface SOP is a force to be reckoned with, it's truly awesome. We created an SDF representation of the model which we could subtract from the fluid volume, keeping intersections to a minimum. Plus, we meshed the fluid a bit thicker, and flattened it with a VOP SOP that did the job of the ray SOP but in a multithreaded manner - sometimes spending a few hours writing a "redundant" VOP SOP can really pay off. Since the particle streams came in separate blocks (body, dress, splashes), we had to combine them in houdini, and fit the dress using a magnet SOP to the rest of the moving body. cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
dbukovec Posted October 16, 2008 Share Posted October 16, 2008 Awesome work! I bet the onset shooting was fun too Quote Link to comment Share on other sites More sharing options...
jason_slab Posted October 16, 2008 Share Posted October 16, 2008 nice great work! and thx for the glass tips! jason Quote Link to comment Share on other sites More sharing options...
anakin78z Posted October 16, 2008 Share Posted October 16, 2008 Good quality version here (with weird quality voice over). http://motionographer.com/wp-content/uploa...i_star_h264.mov Thanks for the info. So, were the particles animated to a moving model or to a static model, then deformed in houdini to match the moving girl? Quote Link to comment Share on other sites More sharing options...
stu Posted October 16, 2008 Share Posted October 16, 2008 Very cool. Quote Link to comment Share on other sites More sharing options...
Guest xionmark Posted October 16, 2008 Share Posted October 16, 2008 Very nice work! But, you used Real Flow? Why? Mark Quote Link to comment Share on other sites More sharing options...
wolf_cub_one Posted October 16, 2008 Share Posted October 16, 2008 Have to agree with everyone else. Beautiful work. Quote Link to comment Share on other sites More sharing options...
anamous Posted October 16, 2008 Author Share Posted October 16, 2008 Very nice work!But, you used Real Flow? Why? Mark Hi xionmark. Yes, we used Realflow for some splashes. We basically threw virtual water onto the model and then filtered the parts of the splashes that looked good on the maya/houdini water dress. This was done to add some ambience and an element of chaos, and also to give the compositing guys some material to work from in case the director wanted more water in a shot, so that shot didn't have to be re-sent through the whole pipeline. The Realflow elements are secondary but add important visual cues. Realflow was used because we have two capable operators - Houdini particle fluids were an option, but our Houdini pipeline was already locked up for the main dress. cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
anamous Posted October 16, 2008 Author Share Posted October 16, 2008 Good quality version here (with weird quality voice over).http://motionographer.com/wp-content/uploa...i_star_h264.mov Thanks for the info. So, were the particles animated to a moving model or to a static model, then deformed in houdini to match the moving girl? The top part of the dress and the lower part were simulated separately onto the matchmoved girl (the basic mechanism being an inhouse developed simple SPH interaction plugin for Maya particles and a series of force fields that either kept the particles close to the body or made them flow into the form of the dress), and didn't have a flow between them. So we took the particle passes and used the magnet SOP and other deformers to stitch them together and to keep the lower part pinned to the model's hip. cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
Jason Posted October 16, 2008 Share Posted October 16, 2008 Lovely work yes! Quite by chance, I stumbled across this: http://gigazine.jp/img/2007/10/22/water_dr..._2-em-baixo.jpg Quote Link to comment Share on other sites More sharing options...
Aearon Posted October 16, 2008 Share Posted October 16, 2008 wow, really great job guys! Quote Link to comment Share on other sites More sharing options...
stevenong Posted October 16, 2008 Share Posted October 16, 2008 The particle fluid surface SOP is a force to be reckoned with, it's truly awesome. We created an SDF representation of the model which we could subtract from the fluid volume, keeping intersections to a minimum. Plus, we meshed the fluid a bit thicker, and flattened it with a VOP SOP that did the job of the ray SOP but in a multithreaded manner - sometimes spending a few hours writing a "redundant" VOP SOP can really pay off. Since the particle streams came in separate blocks (body, dress, splashes), we had to combine them in houdini, and fit the dress using a magnet SOP to the rest of the moving body.cheers, Abdelkareem Hi anamous, Great work! I wish I have more time to play with PBR more. When you flattened the fluid, do you mean flattening it against the model? Or just making it thinner? I'm working on some water stuff and would like to know what you did there. Thanks for sharing! Cheers! steven Quote Link to comment Share on other sites More sharing options...
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