
Sean Lewkiw
mrCatfish
About Me
Sean has over 25 years of VFX production experience as a VFX Supervisor, DFX Supervisor, CG Supervisor and Houdini FX artist. His credits include Lord of the Rings, Superman Returns, Golden Compass, Watchmen, Mazerunner, and many many more, and stints at Weta, DNEG, Method, Framestore and others. S... more
Sean has over 25 years of VFX production experience as a VFX Supervisor, DFX Supervisor, CG Supervisor and Houdini FX artist. His credits include Lord of the Rings, Superman Returns, Golden Compass, Watchmen, Mazerunner, and many many more, and stints at Weta, DNEG, Method, Framestore and others. See his IMDB profile at https://www.imdb.com/name/nm0507909/ Sean has extensive teaching experience as Lead FX Instructor for four years. He focusses on the fundamentals so that you understand what you are doing and why you are doing it, so that you can take what you learned and actually use it to create new content. Sean has also worked with Sidefx Software creating documentation for Houdini itself. He has also been using Houdini since its inception! less
EXPERTISE
CG Supervisor
INDUSTRY
Film/TV
Houdini Skills
Availability
Not Specified
My Tutorials
Recent Forum Posts
Constraints Not Following Deforming RBD Objects June 12, 2023, 2:03 p.m.
Is this what you are looking for?
I had this issue a long time ago when teaching a similar effect... trying to get a plane to disintegrate when it hit the ground while maintaining the anim for the part of the plane that did not disintegrate.
Key here is to use the extract transform setup to make the geo animated instead of deforming (this is a good trick to greatly speed up any "deforming" geo sim anyway). Also, lock the constraints at the rest frame.
Note the attrib transfer for active/deforming. You could add another for when the cubes hit the ground. Also you can make a more sophisticated attrib transfer where the two objects collide, this is obviously just proof of concept.
Note the bullet solver SOP is unlocked so I could change it to "animated static" geo. This option is not promoted to the top.
Full disclosure, I didn't figure this out myself, Sidefx helped me with the solution.
Sean
I had this issue a long time ago when teaching a similar effect... trying to get a plane to disintegrate when it hit the ground while maintaining the anim for the part of the plane that did not disintegrate.
Key here is to use the extract transform setup to make the geo animated instead of deforming (this is a good trick to greatly speed up any "deforming" geo sim anyway). Also, lock the constraints at the rest frame.
Note the attrib transfer for active/deforming. You could add another for when the cubes hit the ground. Also you can make a more sophisticated attrib transfer where the two objects collide, this is obviously just proof of concept.
Note the bullet solver SOP is unlocked so I could change it to "animated static" geo. This option is not promoted to the top.
Full disclosure, I didn't figure this out myself, Sidefx helped me with the solution.
Sean
Cinesite Montreal - Senior FX TDs and Houdini Pipe TDs May 23, 2023, 5:03 p.m.
Cinesite is looking for Senior Houdini FX TDs and Houdini Pipeline TDs.
https://www.cinesite.com/job-vacancies/?location=montreal [www.cinesite.com]
https://www.cinesite.com/job-vacancies/?location=montreal [www.cinesite.com]
Automatize file export March 2, 2023, 9:52 a.m.
Try this....