Hello everyone, I've been exploring Houdini. I have plenty of high-res scanned Pen Art (on paper) which are mostly abstract dense line-art patterns. I was looking to bring it to life in Houdini. But since I am still exploring, I'm not aware of all the possibilities. Would love ideas on what effects I could look into to create something fun and fascinating out of my scanned artworks. Attaching an example.
Started with trace sop. Would love to explore what possibilities are there as next step..
Thank you!
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Technical Discussion » Pen Art to 3D.
- kiratsinhjadeja
- 12 posts
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Technical Discussion » RBD POPforce cache.
- kiratsinhjadeja
- 12 posts
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I have popforce network attached inside rbd bullet solver. The pop force is animated to only trigger at certain points during the timeline. While caching rbd solver, it gets stuck at around when popforce is being triggered. And each frame then takes an hour to cache. Cache gets stuck at "Finding Contact Points". What can I do about this?
I have 2000 points instanced with a geometry which is 12k prims. Cache has no problem saving when the 2000 geos are colliding with ground surface and each other.
I have 2000 points instanced with a geometry which is 12k prims. Cache has no problem saving when the 2000 geos are colliding with ground surface and each other.
Technical Discussion » POP network / Cache point particles to disk? Or increase timeline caching capacity?
- kiratsinhjadeja
- 12 posts
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Technical Discussion » Light Box visible in object reflections.
- kiratsinhjadeja
- 12 posts
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Thank you, yes I tried this takes away reflection contribution as a whole. I do want light to do it's thing - cast reflection, shadows, etc. I just don't want the light box to be visible in reflections.
For example in screenshot above, if I turn off reflection contribution, cubes stop reflecting on ground too. I just want the light source to be gone from reflections. The cubes have reflective surface and bounce light off each other as well - upon activating this reflect contribution that goes away as well.
For example in screenshot above, if I turn off reflection contribution, cubes stop reflecting on ground too. I just want the light source to be gone from reflections. The cubes have reflective surface and bounce light off each other as well - upon activating this reflect contribution that goes away as well.
eikonoklasteskiratsinhjadejaThis is a bit of a contradiction. In your scene, the only things showing up in reflections are the cubes and the light source.
I do want light to cast reflections, but I do not want the light box / light source to be reflected as well.
If you want to disable the light from appearing in reflections, do it in the Light tab, under Contributions.
Technical Discussion » Light Box visible in object reflections.
- kiratsinhjadeja
- 12 posts
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Attaching a rough render. You can see the lightbox in reflections on ground and background.
Technical Discussion » Light Box visible in object reflections.
- kiratsinhjadeja
- 12 posts
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Hi, I am lighting a scene, and the material of my surface is reflective. The issue is that top-down area light (no matter how far I place above the object) is always visible in reflections as a white square/rectangle.
I do want light to cast reflections, but I do not want the light box / light source to be reflected as well.
My light geometry is turned off. Turning off reflection contribution takes away main scene reflections too.
I do want light to cast reflections, but I do not want the light box / light source to be reflected as well.
My light geometry is turned off. Turning off reflection contribution takes away main scene reflections too.
Technical Discussion » Copytopoints Geo Collision - Particles
- kiratsinhjadeja
- 12 posts
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mrCatfishThank you so much, will post once I get back home. But here's the tut [www.youtube.com] I am following. Mine is working exactly the same way - just want the spheres to collide when they collapse on ground.
Please post a hip file.
Technical Discussion » Copytopoints Geo Collision - Particles
- kiratsinhjadeja
- 12 posts
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Technical Discussion » Copytopoints Geo Collision - Particles
- kiratsinhjadeja
- 12 posts
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Hi, I am following a tutorial on creating a dancing spheres man. But the spheres (geo) are not colliding or bouncing off each other after crashing on ground plane.
A simple box -> isooffset -> scatter -> popnet. Inside popnet I am using sopsolver where I am fetching scattered points of the dancing man geo. And this popnet goes into copytopoints where I am copying spheres onto particles.
Secondly, the particles / spheres constantly jiggle/vibrate/flip at their place after collision on ground plane. They don't come to rest. Would love to know solution to this too. Thank you!
A simple box -> isooffset -> scatter -> popnet. Inside popnet I am using sopsolver where I am fetching scattered points of the dancing man geo. And this popnet goes into copytopoints where I am copying spheres onto particles.
Secondly, the particles / spheres constantly jiggle/vibrate/flip at their place after collision on ground plane. They don't come to rest. Would love to know solution to this too. Thank you!
Edited by kiratsinhjadeja - 2021年7月4日 14:51:46
Technical Discussion » Help recreating an Effect from Skyfall.
- kiratsinhjadeja
- 12 posts
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Hi Chris,
Thank you for your reply.This is brilliant.Thank you!Yes this is a nice technique and shall work, I tested.But what if say the model rotates or her hand movements change in z axis, then I guess the point scatter will fail as it is very 2D and alpha/key doesn't have depth info.Kindly correct me if wrong.But I think it will be useful if I have 2D like movements, for example the side profiles as seen in Skyfall and not movements like rotation, hand intersection, etc.
I also tried ‘test’ motion analysis in PFTrack.I did get vector motion, but I am not quite sure how to interpret the colors I see and how will they affect the simulations.As you can see in the images, the green arrows and directions especially on her arms are correct.But how do I know that the color pattern of motion I see in Nuke is the correct one?
Any info on how to import vector into Houdini to drive simulation would be greatly appreciated.
Thank you Chris once again.I will definitely say hello to Mel and Phil on your behalf.
Best,
Kirat
Thank you for your reply.This is brilliant.Thank you!Yes this is a nice technique and shall work, I tested.But what if say the model rotates or her hand movements change in z axis, then I guess the point scatter will fail as it is very 2D and alpha/key doesn't have depth info.Kindly correct me if wrong.But I think it will be useful if I have 2D like movements, for example the side profiles as seen in Skyfall and not movements like rotation, hand intersection, etc.
I also tried ‘test’ motion analysis in PFTrack.I did get vector motion, but I am not quite sure how to interpret the colors I see and how will they affect the simulations.As you can see in the images, the green arrows and directions especially on her arms are correct.But how do I know that the color pattern of motion I see in Nuke is the correct one?
Any info on how to import vector into Houdini to drive simulation would be greatly appreciated.
Thank you Chris once again.I will definitely say hello to Mel and Phil on your behalf.
Best,
Kirat
Technical Discussion » How to import motion vector into Houdini?
- kiratsinhjadeja
- 12 posts
- Offline
Hi,
How can I import motion vector (sequence) generated by Nuke into Houdini to drive simulations like smoke?
Thank you.
Best,
Kirat
How can I import motion vector (sequence) generated by Nuke into Houdini to drive simulations like smoke?
Thank you.
Best,
Kirat
Technical Discussion » Help recreating an Effect from Skyfall.
- kiratsinhjadeja
- 12 posts
- Offline
Hello,
I am Kirat, MA Digital Effects student at Bournemouth University, UK.I would like to have a little help from you guys in achieving an effect that I am attempting.In my project, I am trying to replicate an effect from Skyfall Title Sequence.Please see the video below from 02:27 to 02:47:
http://vimeo.com/53372914 [vimeo.com]
I am not attempting a full kaleidoscope sequence but the effect where silhouette of the woman is emitting smoke from the body edges.In this effect of the smokey woman, I think Framestore shot the model on green screen, keyed her in Nuke and used Nuke to generate motion analysis.The vector motion path generated from motion analysis was then used to drive smoke simulations in Houdini.
Recently I have been also experimenting with Nuke's Point Cloud Generator to check if I can track the cam and generate point cloud in Nuke and then export it as Alembic to use those points as emitters of smoke in Houdini.I did some tests on a plate where the cam was moving but the object was stationary.
https://dl.dropboxusercontent.com/u/42878955/1.png [dl.dropboxusercontent.com]
https://dl.dropboxusercontent.com/u/42878955/2.png [dl.dropboxusercontent.com]
https://dl.dropboxusercontent.com/u/42878955/3.png [dl.dropboxusercontent.com]
In the first two images I generated PC in Nuke and in the 3rd photo I imported it as alembic in Houdini.
But I think this will not work for my project because the cam will be still and the model will be making physical motions against the green screen.Since the model will be moving, PC generator in Nuke will not work.
Another option is to body track, which I guess is to create dummy geometry and use the surface geo to emit smoke.
I have no clue how to do what framestore did, which is to generate motion vector path in Nuke and use that in Houdini.
I will be choreographing the model's movement so that is something which can be adjusted depending on the technique I wish to employ.For example if it is body tracking, then I may have small and subtle movements of hands so that it only needs a cylinder with some minor modelling to act as a dummy for her hand.
Could you kindly guide me on how to achieve this effect?A few pointers will be absolutely fine.I would love to learn more about the Framestore technique.
Your help will go a long way.Thank you.
Best,
Kirat
I am Kirat, MA Digital Effects student at Bournemouth University, UK.I would like to have a little help from you guys in achieving an effect that I am attempting.In my project, I am trying to replicate an effect from Skyfall Title Sequence.Please see the video below from 02:27 to 02:47:
http://vimeo.com/53372914 [vimeo.com]
I am not attempting a full kaleidoscope sequence but the effect where silhouette of the woman is emitting smoke from the body edges.In this effect of the smokey woman, I think Framestore shot the model on green screen, keyed her in Nuke and used Nuke to generate motion analysis.The vector motion path generated from motion analysis was then used to drive smoke simulations in Houdini.
Recently I have been also experimenting with Nuke's Point Cloud Generator to check if I can track the cam and generate point cloud in Nuke and then export it as Alembic to use those points as emitters of smoke in Houdini.I did some tests on a plate where the cam was moving but the object was stationary.
https://dl.dropboxusercontent.com/u/42878955/1.png [dl.dropboxusercontent.com]
https://dl.dropboxusercontent.com/u/42878955/2.png [dl.dropboxusercontent.com]
https://dl.dropboxusercontent.com/u/42878955/3.png [dl.dropboxusercontent.com]
In the first two images I generated PC in Nuke and in the 3rd photo I imported it as alembic in Houdini.
But I think this will not work for my project because the cam will be still and the model will be making physical motions against the green screen.Since the model will be moving, PC generator in Nuke will not work.
Another option is to body track, which I guess is to create dummy geometry and use the surface geo to emit smoke.
I have no clue how to do what framestore did, which is to generate motion vector path in Nuke and use that in Houdini.
I will be choreographing the model's movement so that is something which can be adjusted depending on the technique I wish to employ.For example if it is body tracking, then I may have small and subtle movements of hands so that it only needs a cylinder with some minor modelling to act as a dummy for her hand.
Could you kindly guide me on how to achieve this effect?A few pointers will be absolutely fine.I would love to learn more about the Framestore technique.
Your help will go a long way.Thank you.
Best,
Kirat
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