I tried creating this effect a couple of years ago but "Pop fluid" wasn't added to Houdini yet also the fluid sourcing back then was different, so I recreated it making sure it's up to date.
- Two elements (Main water stream / mist).
- Meshed using "Particlefluidsurface".
- Scale by age with randomness.
- Has some nice quality that allows some close up shots.
- Render/shaders used Redshift.
Download... #waterjet #houdinifx #sidefx #simulation #particles #py
Well if you are looking for the technique behind Spider Man the water rise monster shot then you are in the right place. I found two ways until now to create this effect one of them "which I used in this setup" is by using the surfacepressure attribute to control the flip based on it's location in the animated model sdf volume, the other method is by using volumegradient vectors which will read the sdf field from the model and keep the particles tight. The result will differ
A tool I developed while working on MBC Ramadan TV spots, you can check them here.. I was tasked with cloth sim and some of the characters were curvy or with a large muscle mass that made it hard for me to use as collision for the cloth sim, as you can see from the characher on the left aloooot of flesh intersections. So my system will identify those areas, smooth and push them out of the body, well of course it's gonna destroy your mesh in a way not proper for rendering but
It took me some time to wrap my head around this technique, it's getting pretty complex fast so I broke it into two stages, the first one will hold the core features and the second stage will fine tune things more and add some details and beauty features. Tool's feature: - multi stage voronoi fracture system. - uses particle solver for speed sake so no collision between parts (might create it in a separate tool if you like). - activation is based on the following conditions:
A tool inspired by Portraits project from Dimitris Ladopoulos and Entagma ARTISTIC QUADTREES, it holds four cutting patterns with density and extrusion control. I already set a material and lighting setup to be used with redshift. Download... #Houdini #sidefx
Something that's gonna face every artist building a new rig, which is better a fast cpu or more cores. Well let's find out, I'll focus more on simulation tasks (Pyro,Grain,ocean). This chart is going to be up to date, so I'll really appreciate it if you ran the tests as well and shared your results, I'll list them asap with your name ;) You can download the three test files here. One small favor to ask from you, if you like what you find here and wanna me keep going please do
A more refined and detailed version of a test I created earlier.
Sim time: 2h on i9 7940X only for the flip sim, iso surface and white water simulation was calculated on the fly while rendering so you can add another 2h for this.
Render (Redshift): 2-5min per frame on 1070&1080
I had to do almost 5-10 tests for both simulation and rendering until I achieved this final result, oh man our specialty needs alot of patience and hardware power.
I still have some flickering goin
Latest update and still Houdini 17 doesnt support multi GPU acceleration specially when it comes to simulation tasks, but there is a trick that we can do to over come this partially. As the title said, you can tell Houdini to use another GPU as an OpenCL accelerator and leave the main one for UI and display. Why it is important? well normally when working with a project and having a couple of programs opened your GPU memory will be half full or lets say a minimum of 2GB will
It took me some time to figure it out but I'm happy with the result.What's tricky about this setup is the uneven number of points between source and target so I had to find a way to remap the points in one of them so I can transfer the transition timing attribute. I know it's a bit confusing but when you see the setup you will know what I mean. I dont need to say that this is houdini so you can tweak the hell out of this setup's parameters. Download here. #Houdini #fragments
Well like me you might have came across multiple tutorials explaining how to create such effect like the entagma one
or another great one by Danil Krivoruchko:
both are great but one might ask why not use the built in houdini Connect Adjacent Pieces isn't it just the same well I'm not a pro but for me it gives the same result and with the ability to the max point num that are allowed to connect in addition this beau
It's fun yet challenging going into volumes and VDB, as the title says it was created using volume trails poly wire was added later with a variant thickness along the path (I used for each loop to create an attribute for each trail).
After that I converted the mesh into a VDB to merge those trails into one blended mesh, but please pay attention not to use isoOffset it's damn slow and single threaded.
This scene contains around 4.5 million particles and one of the things I a
Basically it's a surreal work showing Einstein's head with ideas that cant be contained in a normal human head.
I thought of sharing my progress with you guys In an attempt to recreate my TP MogaFrag tool in houdini.
Well it stills needs some polishing.
Model source was taken from threedscans.com they have a lot of free 3d scans there check it out. Regards
Alaa Al Nahlawi #Houdini #sidefx #MogaFrag #fracture #Einstein
I came up with this result after watching Dalvi Rohan ivy tutorial. It's amazing what you can do with this program.
I created the leaf animation in 3ds max and exported it as alembic, the rest was done in houdini. Download here. #Houdini #Ivy #vfx #sidefx