This is the reel breakdown.
This is the reel breakdown.
This time we use the growing attribute to trigger cloth and pyro simulations.
BTW all models for testing were downloaded from google’s 3DWarehouse.
The file here.
This example shows how the control of geometry attributes in houdini allows to tweak every aspect of a simulation in sops, before the actual sim. In this case to grow a trigger attribute across the geometry.
The bricks turning red are actually getting a true value on a trigger attribute, and therefore being activated in the rigid body simulation.
This is probably the most common use of sop solvers in houdini, feeding the previous frame geometry values to the next one. The grow effect can be based in height, distance, connectivity, transferred from an object,…
You can find the example scene here.
New trailer for “Justin and the Knights of Valour”, including some of the FX sequences I worked on during 2012.
I was wrong… vops are multi-thread and Houdini’s performance monitor showed that the tessellate asset was slow because of a for-each sop node. I found a way to avoid it and now tessellating point clouds is lightning fast. I did some testing with a couple of flip fluid simulations and here are the numbers.
From one million particles to 25 million and 2 minutes per frame.
From one hundred thousand particles to 10 millions and 10 seconds per frame.
All tests on a i7 processor machine with 24 Gb of RAM.
You can find the new version of the asset here.
This is the teaser trailer of the project I’ve been involved along 2012, Justin and the Knights of Valour.
Finally I found an easy way to extrapolate position data and so increase resolution of point clouds procedurally. The method is creating triangles of scattered points between each point and its neighbors inside a distance threshold, or just let’s say tessellating the point cloud.
The video above shows simulations increased in 20 times the point count.
The asset is mostly based in point cloud iteration nodes inside vop sops and include attributes to displace the result and avoid pure triangle shapes. It is a good tool to upres particle fluid simulations like the ones coming from flip fluids or realflow, and hopefully is going to be used to improve waterfall simulations in my current project.
Although is not a fast process (vops lack of multithreading) it’s fully procedural, so no need to re-simulate and ready to be parallelized in a render farm. You can find this tessellate asset and the previous post trail one inside the following OTL file.
Lately I have been wondering how to improve points or particles simulations, increasing its resolution by procedural post processing. This is a very first approach of upres with a trail at each particle based on the velocity attribute.
The video shows controls for point density, tail length, longitudinal shape, noise displacement and randomness. Being fully procedural means you just need to simulate the low res particles, no time dependency for the trail. It is made of ‘For each’ and ‘vop sop’ and can be used to enhance fireworks simulations, for example.
Obviously there are better methods to extrapolate point data, but it’s a beginning. Next goal is to get a more surface like result using point cloud iteration.
This is my VFX showreel for 2012 including latest commercial work.
Looking for new opportunities in 2013.
A few years ago… I did an electric rays setup for an animated film. Since then I’ve been thinking how to make it more generic, so it could become an automatic tool. Sadly, I always found that it would be heavy and slow, and would require hundreds of code lines in the platform I was using, Maya.
With Houdini I was able to retake it from scratch.
The new approach is modular and takes advantage of the visual programming from VOPs.
You can find the Asset Library here.