I working attempting to create some interesting swirls using velocity fields. So far I've managed to isolate the fields and create some nice starting points, but I'm struggling with the complex next step of converting the flow lines into more general features, hopefully the image below can illustrate a bit.
What I currently have is the red flow lines (you can disregard the white plane behind) and I am hoping to convert them into something similar to the green lines I've drawn.
Thanks a lot!
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Technical Discussion » Velocity Fields to Major Lines
- WRHerbert
- 6 posts
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Technical Discussion » .bgeo Sequence and Dynaimcs
- WRHerbert
- 6 posts
- Offline
Another little question from me again!
I have been given a looping sequence of .bgeos with a timeshift that have ‘constant’ topology (which I have to use) that results in a walk cycle and I wanted to make the person crumble while they walk (for example from the head downwards).
I've managed to make the Voronoi Fracture constant across the moving .bgeos but the issue is that because it's a .bgeo sequence the dynamics are applied to each .bgeo each frame so it doesn't actually collapse, it just turns into a half-crumbled floating mess.
I was thinking that I would need group the fracture pieces that I wanted to be affected by dynamics (probably determined by a bounding box that grows from his head downwards) and keep them in the scene somehow and only import pieces from the following .bgeo that have not yet been affected by dynamics. Maybe something to do with a Solver node?
I hope this makes sense, thanks again for everyone's help!
I have been given a looping sequence of .bgeos with a timeshift that have ‘constant’ topology (which I have to use) that results in a walk cycle and I wanted to make the person crumble while they walk (for example from the head downwards).
I've managed to make the Voronoi Fracture constant across the moving .bgeos but the issue is that because it's a .bgeo sequence the dynamics are applied to each .bgeo each frame so it doesn't actually collapse, it just turns into a half-crumbled floating mess.
I was thinking that I would need group the fracture pieces that I wanted to be affected by dynamics (probably determined by a bounding box that grows from his head downwards) and keep them in the scene somehow and only import pieces from the following .bgeo that have not yet been affected by dynamics. Maybe something to do with a Solver node?
I hope this makes sense, thanks again for everyone's help!
Technical Discussion » Imitating Disney Aesthetics?
- WRHerbert
- 6 posts
- Offline
Thanks for the responses guys, I've managed to achieve something similar to glassman3d, which is my most successful so far. I was thinking that I could try using sprites that rotated/scaled depending that were then overlaid my original shading could work to give the impression of swirls.
Not an easy task at all!
Not an easy task at all!
Technical Discussion » Imitating Disney Aesthetics?
- WRHerbert
- 6 posts
- Offline
I'm trying to come up with a workflow that will allow me to take an existing smoke sim and make it look like smoke from Mulan as seen here:
The thing I am struggling with most is the outlines, anyone have any ideas of how I can mimic them?
I've been testing things like:
- Converting density to mesh with shading
- Sprites and depth differences compositing
- Particle trails
Nothing seems to looks good, the closest I've come is with mesh shading seen here:
Sorry about the gross colours
The thing I am struggling with most is the outlines, anyone have any ideas of how I can mimic them?
I've been testing things like:
- Converting density to mesh with shading
- Sprites and depth differences compositing
- Particle trails
Nothing seems to looks good, the closest I've come is with mesh shading seen here:
Sorry about the gross colours
Technical Discussion » Pixel Based Shading?
- WRHerbert
- 6 posts
- Offline
I am trying to implement a ‘depth differences’ technique where if adjacent pixels (in the zDepth map) have a higher contrast than a threshold value then they are turned black, which will hopefully create nice outlines on objects.
Is there a way either with materials or compositing to achieve this?
Simply put, how can I get the values of various pixels and compare them?
Thanks
Is there a way either with materials or compositing to achieve this?
Simply put, how can I get the values of various pixels and compare them?
Thanks
Technical Discussion » Help with Cell Shaded PyroFX
- WRHerbert
- 6 posts
- Offline
Hi everyone!
I've been experimenting with Houdini recently and looking into PyroFX and it's shader.
Is it possible to edit the default shader to achieve a result that would look cell shaded. Specifically something that looked like it came from a 2D Disney film, for example:
http://img1.wikia.nocookie.net/__cb20130906105702/villains/images/5/5d/Hercules-disneyscreencaps.com-6168.jpg [img1.wikia.nocookie.net]
Or, if I would need to create a custom pyro shader, could someone point me in the direction of where I could learn about that please!
Thank a lot
I've been experimenting with Houdini recently and looking into PyroFX and it's shader.
Is it possible to edit the default shader to achieve a result that would look cell shaded. Specifically something that looked like it came from a 2D Disney film, for example:
http://img1.wikia.nocookie.net/__cb20130906105702/villains/images/5/5d/Hercules-disneyscreencaps.com-6168.jpg [img1.wikia.nocookie.net]
Or, if I would need to create a custom pyro shader, could someone point me in the direction of where I could learn about that please!
Thank a lot
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