hey,
I am sure you all seen this paper (http://graphics.berkeley.edu/papers/Pfaff-ATC-2014-07/Pfaff-ATC-2014-07.pdf [graphics.berkeley.edu]) and video: https://www.youtube.com/watch?v=4Wl0ksysYKM&feature=youtu.be [youtube.com]
I am wondering if this is something doable in houdini? has somebody already fumbled with that? The concept behind that system seems to be adaptable.
voronoi fracturing allows for a variety of patterns, but I find it often synthetic looking.
adaptive tearing
4413 7 1- sekow
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- mandrake0
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cloth tearing there is something available: http://ihoudini.blogspot.com.au/2013/11/cloth-tear-geometry-and-shading-detail.html [ihoudini.blogspot.com.au]
the other part is surly possible in houdini sadly the berkely student don't use houdini for there thesis so we won't get otls shame on them :-)
the other part is surly possible in houdini sadly the berkely student don't use houdini for there thesis so we won't get otls shame on them :-)
- sekow
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- Netvudu
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- sekow
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Netvudu
It´s awesome, but a bit out of reach for most of us regarding processing power.
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
jep, thats a drawback. but I would always favour a predictable good and believable result than having fast sim times, turnarounds.
- riviera
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It´s awesome, but a bit out of reach for most of us regarding processing power.
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
I think that must came from something that's the equivalent of using very large DOP substeps… Houdini's various solvers are also capable of very accurate results, but – as you also said – the time it takes is not an option for a production schedule
Imre Tuske
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
FX Supervisor | Senior FXTD @ Weta FX
qLib -- Houdini asset library
http://qlab.github.io/qLib/ [qlab.github.io]
https://www.facebook.com/qLibHoudini [www.facebook.com]
- tamte
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Netvudu
…
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
in the paper he states 24-88s per frame for those examples which sounds quite reasonable
considering that each example is quite high resolution even though it may be considered “simple”
Tomas Slancik
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Method Studios, NY
FX Supervisor
Method Studios, NY
- Netvudu
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Even though I can´t backup my guessings with actual data, 88s per frame on such simple examples might mean something along the lines of half an hour or more per frame in a real production situation.
Meaning about 200 hours per sim…which sounds unreasonable for most cases.
Then again…we´re just guesstimating.And I´m sure this tech will be optimized sooner or later.
Meaning about 200 hours per sim…which sounds unreasonable for most cases.
Then again…we´re just guesstimating.And I´m sure this tech will be optimized sooner or later.
Javier Meroño
FX TD.
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