i would love to see any example hip files on this topic anyone might have.
appreciation in advance to anyone willing to share.
this looks interesting.
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Technical Discussion » Volume from Dicom Image Sequence
- moondeer
- 14 posts
- Offline
Houdini Lounge » cmiVFX Houdini - Goopy Jiggly Viscous
- moondeer
- 14 posts
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cmiVFX Releases New Houdini Frictional Viscosities In Motion
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (May 24th, 2013)‚ cmiVFX has released Visco-Elastic Fluids in Houdini. This video is based around the theme of Learn, Test & Create. Firstly we'll be covering basic ways of producing a Jiggly / Squishy effect without heavy techniques. We'll also be learning about adding Microsolvers into Houdini's solvers and using a ready made group of microsolvers wrapped in a digital asset. Next we'll cover a workflow for Testing the different parameters of a simulation. As sometimes there are many different values you'd want to try, we'll set up a simulation and run it many times with certain values changed - then bring them all side-by-side for comparison. Finally we will Create an exploding egg with elasticity, setting up egg white and egg yolk in a cool slow motion scene. As a bonus chapter, we will create an “Exploder” digital asset and import forces for use in Fluids / Pyro / RBD. This video also looks at some brand new Houdini 12.5 features such as Open VDB tools and the Point Wrangle node.
VIMEO TEASER
https://vimeo.com/66951165 [vimeo.com]
Short Description
This video covers going deeper into Houdini's Solvers and DOP context. Using microsolvers and digital assets we'll add Visco-Elastic functionality that isn't in the FLIP solver by default. We'll follow a path of Learn, Test and Create which could be applied to any new techniques and effects you might try in Houdini.
NOTICE TO VIEWERS:
(A basic understanding of SideFX Houdini functionality and use is recommended before viewing this lesson.)
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX!
|||||||||||||||||||||| Houdini Frictional Viscosities In Motion ||||||||||||||||||||||
http://cmivfx.com/store/546-Houdini+Frictional+Viscosities [cmivfx.com]
Chapter Descriptions
Jiggle And Squish
To start off we'll be looking at some methods of achieving some jiggle and squishy motion without using flip fluids. The aim is to see if we can get a good result with lower level tools instead of diving straight into a higher technique. This could save a lot of valuable time developing a shot.
Microsolvers Intro
This chapter is about getting a better understanding of how microsolvers work within a solver. We'll perform some R&D to recreate how non-newtonian fluids act in real life, adding extra functionality to the base FLIP solver.
Elasticity Intro
We will be using an asset that uses some microsolvers to add Visco-Elastic properties to the FLIP solver. Much like if handed the asset in a production environment, we will learn how its created and cover the basics of how to use it.
Tests Create
Now we know how microsolvers and the elasticity asset work, lets create some tests to see the effect different parameters have. To start with we will set up a zombie head to melt into gloop.
Tests Wedge
In this chapter we will look into how we can efficiently run a simulation any number of times, changing values in each version. We'll set up 5 variations of the same simulation using Takes and the Wedge Rop, and cover how to use either random or precise values for each.
Tests Mesh
With our simulation variations cached to disk, we can use the wedge ROP again to mesh each one. We will also look at some new features in Houdini 12.5 such as Open VDB and Point Wrangle.
Tests Display
As a small final chapter for this section, we will lay out our different tests side by side so we can directly compare the differences in each one. This will really emphasize differences and allow for direct comparisons.
Egg Setup
So finally lets create! This chapter we'll get our simulation up and running. We'll create an egg that has different color, viscosity and refraction for the egg white and yolk.
Egg Elastic
In this chapter we will create a flexible system that will give us impulse / explosion velocities. Alongside this we can add on the elasticity asset and get our egg looking cool!
Egg Finish
Finally we'll cover some finishing touches. I'll look at the final simulation and mesh settings i used, as well as looking into notes points for rendering. We'll use the new Open VDB tools to create the egg yolk interior and add our custom refraction parameter into a shader.
BONUS! Exploder Asset
As a bonus chapter, we'll look into turning the system we made in chapter 09 into a digital asset. We'll then use this asset to affect Pyro / Fluid simulations and RBD's!
About the Instructor
Craig Tonks is a young VFX Artist out to create beautiful and exciting images. With an MA in Digital Effects and a growing number of VFX jobs under his belt the future is bright and fun! His passion for playing in Houdini whilst combining both artistic and technical methods makes for fun and explorative videos. Always on the lookout for work, friends and feedback you can contact him at: craig@mrtonks.co.uk
Additional Credit
Special Thanks to John Lynch for his research and hard work that resulted in this excellent visco-elastic flip OTL asset. (included in project files)
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player.For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] or email eric@cmivfx.com © 2013 cmiVFX | cmiStudios | cmiUniverse. All rights reserved.
Houdini Lounge » cmivfx - Houdini Cracking Asset Lesson
- moondeer
- 14 posts
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cmiVFX Releases New Houdini Destructive Cracking Techniques
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (May 1st, 2013) cmiVFX has released their newest lesson Creating Cracks Digital-Asset in Houdini. Voronoi fracture is powerful but also has some limitations. How we can have full control over the shape of the pieces? How we can make animation for crack propagation? How we can break only certain parts of an object while other areas remain intact? In this lesson Mehdi Salehi reveals a new VFX technique in Houdini. In this lesson we will create a new digital asset to answer these questions. This new tool can use patterns for creating cracks. You will learn that almost anything can be used as the pattern. For example, You can use lines, L-system or image files as the pattern. You will learn our new digital asset has even more power. It can be used to create precise tear patterns for cloth simulation even for low poly objects. This lesson offers new exclusive effect technique which is recommended to all Houdini users.
VIMEO TEASER HERE:
https://vimeo.com/65339465 [vimeo.com]
Short Description
The aim is to create a tool to use a predefined crack pattern such as image files, wires or L-systems for cracking an object. No previous knowledge or experience is required to easily follow along. Mehdi Salehi tackles several examples to cover Rigid body and cloth simulations using this new tool.
NOTICE TO VIEWERS:
(No previous Houdini knowledge is required to follow this lesson. Crack Digital asset is included.)
|||||||||||||||||||||| New Houdini Destructive Cracking Techniques ||||||||||||||||||||||
—> http://cmivfx.com/tutorial/544-Houdini+Cracking+Techniques [cmivfx.com]
Chapter Descriptions
Introduction
A quick view on all chapters. It Shows where we start and where we go; A map for our great adventure!!!
Basic Knowledge
This chapter gives important clues about images and Houdini. It shows you how Houdini can give life to still images. It is our starting position.
Creating The Asset
In this chapter we evoke the power of COPs (channel operators)! This chapter shows you the main idea for creating the crack digital asset. It teaches you how to use the crack pattern for creating precise cracks on an object. Anything such as L-systems or curves can be used as a crack pattern. The power is that precise cuts are possible even for low poly objects.
Crack Asset And Rigid Body Objects
This chapter talks about simulating the pieces created by the crack asset. It shows the problems of using fracture rigid body dynamic and how we can deal with them. Also, you can see how cracks can be animated to create a crack propagation effect. There are two examples here. In the first example, the chapter discusses about how to use the crack asset for breaking a car window. You will learn how to create crack propagation and also how to simulate the pieces. In the second example the chapter talks about using the crack asset to break a bottle. The cool thing is that only specific area of the objects affected by crack asset and the other areas remain intact. A powerful feature for rendering broken glass!!!
Crack Asset And Cloth Objects
The other possible use of the crack asset. A journey to cloth simulation! This chapter shows you how this new crack asset can be used for cloth simulation. Now it is possible to create precise tear patterns and then simulate them. You can even animate tearing of a cloth object. The cool thing is that the cloth object can be a fairly low poly object. Also this chapter shows you some important notes and tricks about simulating cloth objects.
About the Instructor
My name is Mehdi Salehi. I started my journey to the mysterious world of 3D and VFX about 10 years ago and have worked as CG artist and VFX supervisor for many companies. Now, it is my honor to be a member of the cmiVFX family. My hobbies are music and football, of course playing, not hearing or watching! My Email is msalehi.164@gmail.com. If you have any questions please feel free to contact me.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] or email eric@cmivfx.com © 2012 cmiVFX | cmiStudios. All rights reserved.
Technical Discussion » H12.5 and customized Surface model
- moondeer
- 14 posts
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my shaders also broke.
in my case, for surfaceModel, refr_enable and refr_model
error: “input data type does not match”
also, i am not offered the choice to update or match current def.
that is a contextually added bit, and it looks like this node doesn't apply.
so,
my peers they just do not bother to open a scene created in older hou.versions. they always use the matching application version.
i dropped a new surfaceModel and moved connections over to the new guy.
this broke the opengl bits.
i suspect i must now update the parameter interface to accomodate the new surfacemodel.
ugh. lol.
:shock:
in my case, for surfaceModel, refr_enable and refr_model
error: “input data type does not match”
also, i am not offered the choice to update or match current def.
that is a contextually added bit, and it looks like this node doesn't apply.
so,
my peers they just do not bother to open a scene created in older hou.versions. they always use the matching application version.
i dropped a new surfaceModel and moved connections over to the new guy.
this broke the opengl bits.
i suspect i must now update the parameter interface to accomodate the new surfacemodel.
ugh. lol.
:shock:
Houdini Indie and Apprentice » CMIVFX videos?
- moondeer
- 14 posts
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i work at cmiVFX so i am biased somewhat.
i of course highly recommend all of our titles, BUT!
as a beginner i was quite lost regardless of the various resources available until… peter quint's vimeo channel [vimeo.com].
i have yet to watch all of peter's free lessons, but i will eventually. there are over 130 that cover just about every topic you can imagine.
his lessons tied together and completed all of the previous ‘commercial’ offerings for me.
you will get more out of any houdini lesson IF you first follow peter's ‘basic’ titles.
btw, the above mentioned debris lesson teaches the network used in the film ‘ice age: continental drift’.
the procedural buildings lesson also mentioned above is due for an update for h12, i am searching for someone qualified to do that.
eric@cmivfx.com
i of course highly recommend all of our titles, BUT!
as a beginner i was quite lost regardless of the various resources available until… peter quint's vimeo channel [vimeo.com].
i have yet to watch all of peter's free lessons, but i will eventually. there are over 130 that cover just about every topic you can imagine.
his lessons tied together and completed all of the previous ‘commercial’ offerings for me.
you will get more out of any houdini lesson IF you first follow peter's ‘basic’ titles.
btw, the above mentioned debris lesson teaches the network used in the film ‘ice age: continental drift’.
the procedural buildings lesson also mentioned above is due for an update for h12, i am searching for someone qualified to do that.
eric@cmivfx.com
Houdini Lounge » OSX Mountain Lion released
- moondeer
- 14 posts
- Offline
this info is much appreciated. i am actually considering 10.8 because of its video drivers.
there are a few newer vid cards that are enabled now with this new release.
the speed of my old ati is kindof wearing thin. lol.
there are a few newer vid cards that are enabled now with this new release.
the speed of my old ati is kindof wearing thin. lol.
Houdini Lounge » cmiVFX - Linux for VFX and CG - Luke Olson
- moondeer
- 14 posts
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cmiVFX Releases New -
Linux Usage For Visual Effects and Computer Graphics (Production Environment)
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (June 7th, 2012)‚ cmiVFX has released the first video of their brand new Linux In CG Series. Learn to set up a Linux workstation for use with professional graphics applications in a production environment. This course is aimed at the absolute Linux beginner. Cinematic visual effects and computer graphics push the limits of performance on any operating system. Film production studios need and demand workstation stability. The combination of highest performance with rock-solid reliability means the use of Linux. Luke Olson will walk you through, step by step the installation, configuration and use of Ubuntu 12.04 LTS AND Fedora. He starts you out from an empty hard drive and finishes up with a fully configured graphics centric workstation. Furthermore the viewer will have a solid foundation on which to function in a Linux based effects studio. You have learned and worked you entire career creating masterpieces, but always within Windows or MacOS. Now you've been hired to your dream position, but they only use Linux workstations. With this courseware you will be useful and productive in a Linux environment in no time. Luke Olson makes this powerful operating system a breeze to setup and use.
- • Buy this lesson if you were ever curious about Linux.
• Buy this lesson if you've been hired to work in a Linux studio.
• Buy this lesson if you are ready to be serious about graphics.
Short Description
This Linux primer is aimed at the beginner with an emphasis towards heavy demands computational efficiency and stability. Topics covered include the installation, configuration and use of Ubuntu 12.04 LTS and Fedora Linux distributions. Application installations include but are not limited to: Houdini, Nuke, RealFlow, Blender and Wings3D.
***** VIDEO PREVIEW *****
https://vimeo.com/43617206 [vimeo.com]
NOTICE TO VIEWERS:
(Aren't penguins cute!)
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX! Don't forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $499 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.
|||||||||||||||||||||| LINUX FOR VFX AND CG - PRODUCTION ENVIRONMENT ||||||||||||||||||||||
http://www.cmivfx.com/tutorials/view/480/Linux+For+VFX+And+CG+Production+Environments [cmivfx.com]
Chapter Descriptions
1. Introduction
Linux has a rich history of development and deployment ranging from cell phones to supercomputers. It has worked it's way into high end computer graphics pipelines and is here to stay.
2. Installing
Getting Linux installed can be one of the most daunting tasks for new users. Modern installers have made this process much easier to tackle which are leveraged by the distributions shown. Ubuntu and Fedora are covered with step by step installation instructions.
3. The Desktop
Multiple high quality and production ready desktop environments are available for Linux. Get an overview of the most popular desktop environments (GNOME, KDE, XFCE) to make choosing one an easy decision. Tweaks and fixes for common stumbling blocks when using 3D applications are covered so users can hit the ground running.
4. The Shell
The shell gives organized and streamlined power directly to the user in a way sure to bring a smile to any power user's face. There are no prerequisites and no programming skills needed to learn by going one step at a time. For the tough commands learn how to find help quickly or lookup previously used commands for reference.
5. Managing Software
Tens of thousands of production proven software packages fulfilling all sorts of needs are available for free (plus they can update themselves to include the latest patches and fixes). With graphical tools or simple commands users can expand the capabilities of a workstation drastically in a few minutes.
6. Visual Effects Software
Many visual effects software packages are available as native Linux applications and provide the same capabilities or greater than their Windows and OS X siblings. Step by step instructions are provided for installing Nuke, Houdini, RealFlow, Blender, The GIMP, AMD graphics drivers, and Nvidia graphics drivers.
7. Managing Resources
Keeping things running smoothly is a breeze with the right tools. Monitor and control every available resource including memory and swap, processor cores, network traffic, and disk usage. Prepare for a worst case scenario with bit for bit backups that can be scheduled to run automatically.
8. Working With Others
Linux workstations can work hand in hand with existing infrastructure and workstations by using industry standard protocols to interact. For users that really dig the “Linux way” there are tools that enable the application of that knowledge and workflow to other platforms, even Windows.
9. Closing
Get an honest opinion of Linux from the author of the series, some tips about how to get involved with the Linux community at large, and resources to continue to expand knowledge of the subject.
About Luke Olson
IMDB
http://www.imdb.com/name/nm3793987/ [imdb.com]
Special Note From cmiVFX Management
We are well aware of the hardships that go into becoming a world famous artist. There are many challenges in order to claim your place in the industry, and we realize many talented people get passed over in place of less talented people because of minor technical issues. Don't be a statistic! If you want to work in a large facility, and its your dream to have your name on the silver screen, then let us help you adapt to the environment. Culture shock forces many young artists to give up too soon. Hear at cmiVFX, we want to make that transition as transparent as possible.
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] © 2012 cmiVFX | cmiStudios. All rights reserved.
Houdini Lounge » cmiVFX Releases Houdini Debris Systems
- moondeer
- 14 posts
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cmiVFX Releases Brand New
Houdini Debris Systems Training Video
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (May 29, 2012)‚ cmiVFX has released Houdini Debris System.
One key to a believable destruction effect is the complexity of the bits and pieces. Modern films push the limits of technology every summer with flying debris. Modeling, placing, and keyframing such a mess is simply not possible. Okay then mathematics leveraged to create the chaos of a falling building is great in theory, but how does one control that chaos short of a phd? Suppose one does get a reasonable debris sequence out, but the director wants a bit more motion blur and “Oh, how about a more rocks and have them shoot over to the right… just a tad”. Alvaro Segura with cmiVFX is here to answer all those situations and more with this amazing, brain melting courseware. Whether you are already in the celluloid trenches or you aspire to be, THIS LESSON IS A MUST.
Short Description
Cracking and crushing a model is only a part of a cinematic destruction sequence. Visual effects professionals in the trenches know that a solid DEBRIS SYSTEM is also a necessary piece of the puzzle. Alvaro Segura here now reveals one way to create debris that is re-usable, direct-able, and production ready.
VIDEO TEASER [vimeo.com]
NOTICE TO VIEWERS:
(Knowledge of Houdini basics is suggested before attempting this mind melting lesson.)
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX! Don't forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $499 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.
|||||||||||||||||||||| HOUDINI DEBRIS SYSTEMS ||||||||||||||||||||||
http://www.cmivfx.com/tutorials/view/479/Houdini+Debris+Systems [cmivfx.com]
Chapter Descriptions
Chapter 1 - Introduction
Chapter 2 - Creating The Debris Library
We start by creating a procedural library of debris geometry based on Voronoi fracturing and using color attributes to shape the geometry. This library is re-usable and fully able to handle all manner of ‘debris’. This lesson uses rocks, but the library could just as easily be stocked full of window frames, glass shards, and skyscraper furniture. We will then come up to a useful trick to export our set of debris geometry and use it later for our debris generator setup.
Chapter 3 - Basis For Debris System
Here we setup the basis for the debris system. At its most basic proof of concept degree, this is merely a way to identify and visualize the attributes needed in the much more complex system to come.
Chapter 4 - Marry Dots and Rocks
Lets begin to bring in the items from our library. Keystone in this chapter are a wicked long expression and a very clever way to limit velocity. Our level of control increases quite alot with some very simple use of groups.
Chapter 5 - Adding Rotation
This chapter is all about adding spin to our particles which in turn will make the motion of the debris more believable. The way it is done though will be new to all but the most advanced users. The rotation is driven by a rotation pop, forces and expressions. Refining the realism and illusion of chaos by adding rotation behaviors based on collisions, altering the rotation speeds and direction after hitting on collisions.
Chapter 6 - Painting Destruction
This chapter begins with a quick revision to the debris system by refining the particles a bit (part A). Lets now visit TurboSquid.com for a nice choice of free models to destroy. After some cleanup it is time to paint the blood of impending doom where the fissures will be seeded (part B).
Chapter 7 - A Bad Place To Park
Okay, lets blow this joint. Nothing is more fun than a giant ball of string that crushes everything in its path. (Well, okay a few things are more fun…) Everything has led up to the point at which the debris system has something to emit from. Now our scene is applied to the Rigid Body Dynamics features of Houdini where Alvaro makes use of the NEW Bullet Solver in Houdini 12.
Chapter 8 - Re-Timing - Sloooooo-Mo
To add a sense of large scale, one can slow down the action. This simple technique retimes the collapsing building and thereby adds to the illusion of a multi-story structure rather than a toy.
Chapter 9 - Adapting Our Debris System
While the debris system was functioning, there is room to make it better. This chapter refines the system to fit the collapsing destruction. Triggers and timing are setup to integrate the debris with the destruction. Triggering tricks using simple expressions are a bit of wizardry that allow the VFX TD to control when and where the magic happens.
Chapter 10 - Reconnecting Collisions
The debris must interact with our scene dynamically. Keep in mind that the particles are what are actually colliding. Creating relationships between the debris particles and the scene geometry is our focus.
Chapter 11 - Tweaking and Enhancing
Finally, after a series of tests you will see how to fine tune and finalize the scene. This short troubleshooting and cleanup sequence will help you complete your own scenes in the future.
Chapter 12 - Velocity Blur and Rendering
This modest courseware is wrapped with with some basic lighting involving Ambient Occlusion to show the power of our Debris generator setup along with velocity blur. As a debris TD it is often necessary to demonstrate your scene with some basic shading and lighting. This final chapter wraps up the lesson with some ambient occlusion for lighting.
About Our Mentor
Alvaro Segura is currently a Houdini Sr. FX TD living in Los Angeles, CA. He has worked at Sony Picture Imageworks, Blue Sky Studios, Rhythm and Hues, and Prologue Films where he has contributed to some of the latest blockbuster feature films, including The Green Lantern, Tron Legacy, Iron Man 2, Ice Age Continental Drift, Twilight saga, Hotel Transylvania and Alvin and the Chipmunks. Before becoming a part of the film industry, Alvaro created motion graphics for television and through this stage of his career, he won 7 Regional Emmy Awards. He is currently studying game simulation programming to widen his knowledge on programming languages such as C++ and its implementation in 3D applications.
Credit List
Alvaro Segura IMDB Page [imdb.com]
Show Reel [vimeo.com]
Project Contents
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
This video is available today at the cmiVFX Store: http://store.cmivfx.com/ [store.cmivfx.com]
About cmiVFX
cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login [store.cmivfx.com] ) For additional information about cmiVFX, visit http://www.cmivfx.com [cmivfx.com] © 2012 cmiVFX | cmiStudios. All rights reserved.
Houdini Lounge » cmiVFX Martin Sawtell Directable Particles & Point Cloud
- moondeer
- 14 posts
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cmiVFX Releases New Houdini Point Cloud & Directable Particles Training Video For TD's
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (April 20th, 2012)‚ cmiVFX has released their newest lesson offering another glimpse into magical world of visual effects. The flows of power are often visualized with streamers of light chaotically traversing across the scene. How does one create chaos but also maintain the control a director will require? In this lesson we will teach one way this is done in a production environment. The workflow offered here is tested and proven effective within the film industry. This new, exclusive effect technique can succeed in scenarios where conventional particle control systems fail. Additionally, many lessons stop with mere particles in place. Martin Sawtell will teach you one way in which those particles may be used after the simulation is done. Martin answers the question, “Particles are simmed, now what?”. He demonstrates a typical way to pass the results of a particle effect on to the compositing team for further refinement. This courseware will give you a clear idea of what is required of a VFX professional and how excellent results are achieved under the pressure of a real deadline.
This video introduces viewers to the powerful world of VOPs within Houdini, and how it can be used to direct particles via it's point cloud features. Exploring VOPs implementations in shading & rendering, geometry and POPs it presents an entire workflow that brings them together to provide you with an intuitive way to control particles. Central to this workflow is the process of developing a “point cloud advect” Digital Asset that can be re-used in any particle system- allowing the user to push particles around with arbitrary geometry that could come from SOPs, another sim or even a Mantra render. Initially the tutorial starts slow to cater for newcomers but builds in speed to cover all aspects of the workflow in extreme detail. If you are looking for a way to gain more control over where your particles are going this talk is what you need.
Short Description
This video introduces viewers to the powerful world of VOPs within Houdini, and how it can be used to direct particles via it's point cloud features.
Demo Video - Vimeo [vimeo.com]
NOTICE TO VIEWERS:
(*** This lesson is intended for professionals in a production environment or for those with aspirations to be such. Structure and techniques taught herein may cause cg dabblers minor depression and headaches. ***)
Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice… cmiVFX!
Don't forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $399 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.
|||||||||||||||||||||| HOUDINI POINT CLOUDS & Directable PARTICLES ||||||||||||||||||||||
http://www.cmivfx.com/tutorials/view/460/Houdini+Directable+Particles [cmivfx.com]
Chapter Descriptions
[imageshack.us]
Half of any particle system is it's Emitter! In this segment a novel way to generate source points is presented- using mantra to write a point cloud using a noise pattern in a shader (which is in turn reading in sops geometry as a point-cloud). The chapter also covers the basic task of setting up the guide curves that the particles will follow later. If you are new to the concept of VOPs, point clouds, and their implementation in Houdini via the geometry and shading contexts this provides a good introduction.
[imageshack.us]
Particle Tendrils
Getting on to the fun stuff (particles) this chapter introduces POP VOPs and how they can be used to open a point cloud and then advect particles based on variables like their distance from the sampled geometry and it's control attributes. It also shows how to generate useful vectors on the geometry for pushing the particles around, combining the vectors, troubleshooting the process and setting it up for re-use in other particle sims. By following the tweaking process a workflow is beginning to emerge which you can apply to many problems that require directable particles.
[imageshack.us]
Building Tools And Adding Features
So you now have a cool way to push particles around… So what? Time to turn it into a tool, that's what. Building a nice interface, writing to an OTL (digital asset) and taking into consideration that other people/houdini sessions might be using the asset while you are editing it are all covered. The particles are also further tweaked to bring in some nice noise (as a feature on the tool and separately on the geometry) plus a suction funnel is added to drag the particles into the end of the teapot.
Simming And Render Settings
In theory and motion the particles look good, but that's only in the viewport. A practical method for splitting the sim up for distribution using python is presented, as well as shading, lighting and rendering the particles with AOVs that Nuke will be able to read. It's not difficult to give nuke an EXR that has the particle's age, each light and other shading variables encoded in different image planes. While rendering and comping the particles isn't the focus of this entire lesson it's worth showing some common methods for getting what you need later into nuke.
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Application
So we've covered the workflow in a linear, detailed fashion so far but it's worth branching out and demonstrating different applications of the tool and related VOPs workflows. A very quick and dirty video that aims to give you a starting point and inspire you to do things like flow particles over a surface, use VOPs to define forces in a FLIP sim, advect particles with a pyro sim and naturally make some cool noised motion. At the end of this sequence of videos you'll have the know-how to build your own tool that can write velocity/force, position, and arbitrary attribute modifications to particles, geometry, shaders and fluids, unleashing in your mind the possibilities that VOPs and VEX offers in Houdini. Once you see the possibilities you will lose sleep.
About The Author
Martin Sawtell begun his Houdini wanderings as an intern at SideFX Software; in the past he's worked as a production designer, VJ at large scale music festivals, lecturer at university and college and as an FX TD at studios such as Framestore and DrD. He currently lives and works in Beijing at BaseFX. After a long week of production he sometimes has trouble at parties talking about anything other than particle systems and render farm politics.
Project Contents
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Houdini Lounge » Houdini Tutorial Database
- moondeer
- 14 posts
- Offline
maybe this should be stickied and also the link made available in the apprentice sub category.
nice.
nice.
Technical Discussion » Open CL Settings
- moondeer
- 14 posts
- Offline
jlait
…We removed the Mac support as we had difficulty working with the drivers found in most installs…
i would love to have tested my mac setup with opencl.
disabling mac opencl entirely is disappointing. a toggle, allowing us to try using opencl would be appreciated.
Technical Discussion » iPhone Motion Capture
- moondeer
- 14 posts
- Offline
has anyone asked friesland to consider a houdini version of his software?
which btw is freekn awesome.
which btw is freekn awesome.
Technical Discussion » delayed load and PSCALE
- moondeer
- 14 posts
- Offline
What I did was to take one one of the delayed load sequences, drop in a pointsop and dial in a good pscale.
That single was about 3 mil points, so hou handled it just fine.
Then I added that same pointsop to each and used a georop to write out
Only a few frames of all 5 delayed load sequences again. More render tests and scale tweaks followed… Finally I wrote out all the frames of all the seq.
I believe I also added a color attribute as well.
Kinda the long way around, but it worked.
That single was about 3 mil points, so hou handled it just fine.
Then I added that same pointsop to each and used a georop to write out
Only a few frames of all 5 delayed load sequences again. More render tests and scale tweaks followed… Finally I wrote out all the frames of all the seq.
I believe I also added a color attribute as well.
Kinda the long way around, but it worked.
Houdini Lounge » CG-MASTERS.COM 20% off All Houdini Titles this week
- moondeer
- 14 posts
- Offline
good to see one of the cg-master guys post.
on your website, the webs in the corners and the crickets chirping in the background didn't bode well.
just kidding.
its been months since any new lessons.
glad to know you guys are still in business.
cheers!
on your website, the webs in the corners and the crickets chirping in the background didn't bode well.
just kidding.
its been months since any new lessons.
glad to know you guys are still in business.
cheers!
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