pepefx.blogspot.com
FX Thinking: August 2015
http://pepefx.blogspot.com/2015_08_01_archive.html
Notes and thoughts about FX techniques. View my complete profile. Saturday, August 15, 2015. How to create a Magnetic Vector Field in Houdini - Tutorial. I generally use Wrangle nodes pretty much for everything since it's very quick to create, initialize attributes and modify their value with just a few lines of code. Feel free to use VOP nodes if you prefer a node-based approach. Let's start simple. Two points with a "f@pole" attribute that can be either 1 or -1. Your setup should now look more or less ...
pepefx.blogspot.com
FX Thinking: May 2013
http://pepefx.blogspot.com/2013_05_01_archive.html
Notes and thoughts about FX techniques. View my complete profile. Monday, May 20, 2013. Stuff growing and crawling - Hyphae - OTL version. I've been playing with path finding algorithms recently and I came up with an OTL that creates a venation structure given root points, seed points and an optional collision surface. This can be used to create venations on, inside surfaces, and I guess some more cool stuff that at the moment I cannot even think of! A few days ago I was reading this article. Thank you A...
pepefx.blogspot.com
FX Thinking: Houdini - Explicit Cache
http://pepefx.blogspot.com/2014/05/houdini-explicit-cache.html
Notes and thoughts about FX techniques. View my complete profile. Thursday, May 29, 2014. Houdini - Explicit Cache. You deadline is today at 7pm. Which means your deadline really is tomorrow around 9pm! You've time to recalculate your huge flip sim that takes about 13 hours to complete (note, not 12 hours, not 14.13 the evil number). Each bgeo file is about 666mb. You hope you'll have enough HD space, but hey . HD space is never enough! Even Confucius knew this. You don't have to save ALL the .sim fi...
pepefx.blogspot.com
FX Thinking: July 2013
http://pepefx.blogspot.com/2013_07_01_archive.html
Notes and thoughts about FX techniques. View my complete profile. Friday, July 19, 2013. Just another) Houdini FLIP water sim. Houdini fountain water sim - FLIP solver test. A few days ago I realized the world couldn't survive without my contribution to the countless water simulation tests out there. Honestly this is not better or worse than many others but I had so much fun working on it. I spent about 5 days overall between setup and render. Initially I created 2 different wet maps:. Eventually I ended...
pepefx.blogspot.com
FX Thinking: (just another) Houdini FLIP water sim
http://pepefx.blogspot.com/2013/07/houdini-fountain-flip-water.html
Notes and thoughts about FX techniques. View my complete profile. Friday, July 19, 2013. Just another) Houdini FLIP water sim. Houdini fountain water sim - FLIP solver test. A few days ago I realized the world couldn't survive without my contribution to the countless water simulation tests out there. Honestly this is not better or worse than many others but I had so much fun working on it. I spent about 5 days overall between setup and render. Initially I created 2 different wet maps:. Eventually I ended...
pepefx.blogspot.com
FX Thinking: stuff growing and crawling - Venations - HDK version
http://pepefx.blogspot.com/2013/06/venation-hdk-v1.html
Notes and thoughts about FX techniques. View my complete profile. Monday, June 24, 2013. Stuff growing and crawling - Venations - HDK version. I know, it's time to move on, enough with this growing and crawling stuff, but . I just can't! So I decided it was about time to learn a bit of HDK and implement a prototype in C . This version is about 30 times faster and allows a real time feedback for way more complex structures than the OTL version. Venation System - HDK version - demo. Paper by Adam Runions.
pepefx.blogspot.com
FX Thinking: June 2015
http://pepefx.blogspot.com/2015_06_01_archive.html
Notes and thoughts about FX techniques. View my complete profile. Monday, June 15, 2015. H14 - Point Wrangle vs Creep SOP. The following Vex code used in a Point Wrangle reproduces the behavior of the Creep SOP. And it's about 5 times faster. I've used it to stick and move points on a NURBs surface. Points To Stick - Point Wrangle Input 1. Nurbs Surface - Point Wrangle Input 2. Vector newP=primuv(@OpInput2, "P", 0, set(v@P.x,v@P.y,0) ;. Vector newN=primuv(@OpInput2, "N", 0, set(v@P.x,v@P.y,0) ;.
pepefx.blogspot.com
FX Thinking: H14 - Point Wrangle vs Creep SOP
http://pepefx.blogspot.com/2015/06/h14-point-wrangle-vs-creep-sop.html
Notes and thoughts about FX techniques. View my complete profile. Monday, June 15, 2015. H14 - Point Wrangle vs Creep SOP. The following Vex code used in a Point Wrangle reproduces the behavior of the Creep SOP. And it's about 5 times faster. I've used it to stick and move points on a NURBs surface. Points To Stick - Point Wrangle Input 1. Nurbs Surface - Point Wrangle Input 2. Vector newP=primuv(@OpInput2, "P", 0, set(v@P.x,v@P.y,0) ;. Vector newN=primuv(@OpInput2, "N", 0, set(v@P.x,v@P.y,0) ;.
pepefx.blogspot.com
FX Thinking: Ink in Water
http://pepefx.blogspot.com/2014/07/ink-in-water.html
Notes and thoughts about FX techniques. View my complete profile. Thursday, July 17, 2014. One way to achieve this effect is using a looot of particles advected by a velocity field generated by some gas simulation. Why not use the gas sim itself? Cause in order to achieve the same detail offered by particles, the resolution of the gas grid should be so high that even Hal 9000 wouldn't be able to handle it or Sky-net would suddenly become self-unaware. Now, two ways to advect points in Houdini are:. PRO o...
pepefx.blogspot.com
FX Thinking: How to create a Magnetic Vector Field in Houdini - Tutorial
http://pepefx.blogspot.com/2015/08/how-to-create-magnetic-vector-field-in.html
Notes and thoughts about FX techniques. View my complete profile. Saturday, August 15, 2015. How to create a Magnetic Vector Field in Houdini - Tutorial. I generally use Wrangle nodes pretty much for everything since it's very quick to create, initialize attributes and modify their value with just a few lines of code. Feel free to use VOP nodes if you prefer a node-based approach. Let's start simple. Two points with a "f@pole" attribute that can be either 1 or -1. Your setup should now look more or less ...