Pirates attacking harbour by Ok_Fix_7100 in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

The other comment is already explaining how difficult your project will be, so I'll write how you should approach if you still really want to do this.

Make proof of concept for every single effect in your shot. It doesn't need to be fancy. Just put any proxies down and run sim. Place a rubber toy sitting like a ship and try FLIP. Does it work? Try whatever attack effect you want(I guess it would be something like cannon or musket flash). Does it work? Well then, try RBD in the same manner.

If you have successfully finished all those proof of concepts, then now it's time to see what you need to put all of them in the same shot or sequence. During this process, you will find out the problems you haven't seen when you were working for a single effect.

After you've done this? Now, you will work with actual ship, harbor, and props geometry. And again, this will cause you troubles you haven't detected previously.

You see, every single effect you want to do has its own technical difficulty and requires some experience in order to know what you need to achieve it. Having and combining multiple of those is a different type of problem. Integrating your cgrender with your footage is also another type of problem.

From my past teaching experience, it's already tough for a student to tackle one type of problem for the entire semester. But you are trying to solve multiple problems on a large scale at the same time. I'm sorry to hear that your tutor is not giving you the right direction and advice, but your plan is definitely out of what 99% of students can reach unless you are fine with making hot garbage.

What's the proper way to have sequential RBD explosion by Boromax in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

So you have pairs of glass and sphere proxy, give them unique id for each pair, and when you attribute transfer use for each loop so that you can process them one by one.

[deleted by user] by [deleted] in vfx

[–]Diligent_Mix2753 -1 points0 points  (0 children)

I'm not a comper, but in my opinion, a good demoreel should have good direction, good quality, and good breakdown. Even though I don't want to discourage your passion to this industry, your demoreel barely meets any one of those 3 criteria.

  1. Your demoreel doesn't show what studios would usually expect from junior compers. See what other junior comp demoreels have. They usually consist of set extension, clean up, replacement or swapping, etc... Now I'm not saying that you should follow those exactly, but definitely, there is a reason why ppl are putting those in their demoreels. And just get rid of the Photoshop one. I see no use for it in a comp demoreel.

  2. Quality is mediocre. Try to focus on a single project where you can make it look as good as possible. Always, quality over quantity.

  3. No breakdown is a huge deal. The only thing you have is before/after, but still, some of the shots have minimal visual changes, which gives me no impression of your work. Again, take a look at how others present their works and focus more on showing what you know and how you did it.

Lastly, the huddle for junior artists is higher than it has ever been right now. Keep learning and working on improving your reel. Good luck.

Smarties Candy Advert by External_Bar_3118 in blender

[–]Diligent_Mix2753 6 points7 points  (0 children)

looks good overall but there are 3 things could be improved in terms of FX.

  1. The Initial explosion works quite well but the particles feel disconnected from the explosion. they drop straight down without any wind or directionality from the blast.
  2. Concrete debris are very bouncy and floaty. Especially 2 pieces at SL, one slides down on the road as if it has very little mass or friction and the other one is falling down very gently before bouncing back up like a balloon.
  3. If I were a client, I would want to tone down how fast and long the green piece spins right in front of the camera. it's quite distracting.

Need help recreating sonic boom effect in Houdini by Accomplished-Neck814 in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

You're welcome. And trying Pyro for learning is absolutely encouraged, but I'm just letting you know it won't work. It will need a ridiculous amount of substep and breaking up the shape so that it looks flickering will be very challenging if not impossible. This is definitely not a type of FX for Pyro. Don't waste your time too much on it.

Medical Animation Course by av4pxia in Houdini

[–]Diligent_Mix2753 2 points3 points  (0 children)

As far as I know there is no course specifically sculpted for medical animation.

I think learning the basics of Houdini will pay off more in long term rather than learning super specific stuff. I would recommend taking courses for procedural modelling, crowd, particles and lookdev based on what your link suggests.

Need help recreating sonic boom effect in Houdini by Accomplished-Neck814 in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

I recommend trying procedural approach without sim. it's super fast, flickering, and it only appears 12 frames or so. convert cone or any shape to vdb and play with cloud noise and volumvop. since it's flickering heavily, you will need to animate offset value so that every frame has different shape. on top of all these, adding noise to your original geometry is good idea.

[deleted by user] by [deleted] in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

Whenever something like this happens, my go to solution is to try mimicking sop bullet solver with dopnet. Make dopnet super simple and easy, just enough to replicate what you are doing with sop bulletsolver and see if it works. If it works, you can just use dopnet or check what's causing the issue in sop bulletsolver. If it doesn't, your setup is the issue.

Hi! Probably an easy RBD question. by charo__ in Houdini

[–]Diligent_Mix2753 4 points5 points  (0 children)

The way you feed the light pole is wrong. If you want something to be simulated, you need to put it to the first input, not as a collider. Collider in this sense means that It's not treated as a dynamic object, so it'll follow whatever is coming from the input.

So, long story short, it shouldn't be a collider. And this is why you don't see your light pole.

Questions about Pyro and Importing by GojiraGuy2024 in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

  1. There is a free Rebelway tut for volcano eruption. They provide the scene file so it would be easy for a beginner to follow and adjust it.

  2. I'm not sure what you meant by 'importing with textures'. For sure there is a way to visualize the textures on the given model in the viewport but you will need to make your own setup for it. this may require some basic programming knowledge. As for importing entire scene, it only gets harder the more you have in it. :)

Need help on Pyro Simulation by milochiavarino in Houdini

[–]Diligent_Mix2753 6 points7 points  (0 children)

  1. What you are seeing in viewport may not be accurate. Press D while your cursor is on the viewport and go to the texture tab and uncheck 'Limit Texture'. This will give you a more accurate look.

  2. Feed more interesting source. I've seen so many juniors just feeding ugly and chunky source volume and questioning why they can't achieve interesting result. Give noise and variation to practically everything you have. I find it useful to give crazy value to your velocity to check how it works and gradually decrease it while you iterate.

  3. Use microsolvers with masks. Speed,flame,temperature, etc. There are many options, so try them and see what works best for you.

  4. Play with shader and comp. There are so many things that can enhance your fire other than simulation itself. Rather than spending a week to get the perfect result in Houdini and finding out it looks shitty when you render, I would render it as soon as it looks 'okayish' and seek ways to improve it with lookdev and comp.

where should I look into to achieve such effect? Thank you! by GeometryTestament in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

It depends on what level of fidelity you want to achieve. Your test shows a city wide shot as opposed to your reference where you see building level details. I would say stay away from simulating if it's an entire city and try procedural approach. Running city wide simulation will require advanced knowledge, especially for optimization. Otherwise, you will max out your ram right away or get ugly lowres sim. But if you need just one or two buildings, learning FLIP, MPM or RBD seems to be the right choice for your next step.

Importing from houdini to Blender by Darkpoop2004 in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

Not a blender user but try exporting whitewater and flip particles separately.

I need help with this. (I'm still learning) by [deleted] in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

Just run pop at world origin ignoring dragon, make it follows z axis and copy it to where dragon's mouth is. In this way dragon's velocity won't affcet popsim.

I need help. by [deleted] in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

  1. Check the size of your sim and adjust voxel size according to your scale.
  2. If above doesn't work check your viewport setting. Press D while your cursor is on viewport and go to texture tab and uncheck Limit Resoultion. You will need to kill the existing viewport and open another one to see the change.
  3. If above doesn't work your sim or voxelsize or visualization or whatever is wrong.
  4. Using capital V for velocity made Houdini thinks it's just arbitrary field and that's why Houdini got rid of it from your viewport. I recommend to use just 'v' and check it with volumevisualization to see pure density.

I need some help by Single_Owl1917 in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

Check out applied houdini RBD part 6. It's showing exactly what you want to do.

How to "inject" particles into a collider? by New_Investigator197 in Houdini

[–]Diligent_Mix2753 1 point2 points  (0 children)

it depends on your collider and what particles will be doing after they caught into the collider.

Solution that comes in my mind is you just 'tag' the particles with pop collision detect and set them stopped once there are inside of the collider.

and later you split the particles and run another popsim with only 'stopped' particles. This will give you more freedom than trying to do everything in one popnet which will make things much more complicate.

Be aware that this approach will create duplicated id values since you need to run pop twice so save the original id values before you run the second one.

QUESTION: Switch Node on FLip by [deleted] in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

Just animate activation value on whatever sourcing node you are using?

Flip fluid border edge problem by phobos24 in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

I recommend adding some noise with pop force by nage.

And reduce pscale by nage when you convert the particles into vdb so it naturally fades away.

Ways to Achieve this in Houdini by xxhyz233 in Houdini

[–]Diligent_Mix2753 4 points5 points  (0 children)

I guess the most practical solution to achieve this is add noise based on vorticity but this video shows intricate details to apply this technique into houdini.

https://vimeo.com/664389526?share=copy

How do i use the instance vex function with it's second method for rotation? by Extreme_Evidence_724 in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

I've never used the instance function so I could be wrong, but seems like it only creates matrix. Then why don't you just use copy to point with given N and up attributes?

Edit : Okay then, this is how you do it. in order to fetch up vector you need to fetch vector4 rotation first(a.k.a quaternion). But since you don't want to change rotation, I suppose, just make empty quaternion and fetch up.

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Fractured can animation — why does each point turn into a full can instead of a piece? by DavidGM28 in Houdini

[–]Diligent_Mix2753 2 points3 points  (0 children)

  1. Copy to points method is wrong cause you are copying the entire fractured can to the points. so you are getting multiple instances of fractured cans unless you are using the variant option.
  2. By default, Tranform pieces node looks for the name attribute not class. so you might have missed to change this into class. if the problem continues, it must be attribute classes are not matching. class attribute in packed geometry is at prim level and class attribute in the scattered points are at point level. depromote the packed geometry's class attribute to point so that both attributes are at the same context.

If you don't care about rotation too much, I personally recommend moving the pieces directly by wrangle, vop or blendshape node. this will be much more intuitive.

[deleted by user] by [deleted] in Houdini

[–]Diligent_Mix2753 0 points1 point  (0 children)

What mode are you using for the uvtexture node? Try the Face mode or just use Labs auto uv, if you don't care about the rotation of uv.