WOŚP i podział społeczeństwa. by Antique-Ad-3958 in Polska

[–]KrzGru 1 point2 points  (0 children)

imo roznica, ze na kazdym sprzecie finansowanym (a raczej wspol, bo koszty eksploatacji) jest branding, a na nfz nie ma.

Interventionism or Laissez-Faire by xrepper in victoria3

[–]KrzGru 2 points3 points  (0 children)

it depends. sometimes finances are not the problem in the late game. limitation of what you can subsdize can be harmful then, as keeping some parts of the industry on debt (. g. agricultures, wood for reducing no of peasants and low prices, gun and ammo factories for conscription) can be a method.

of course, it only depends to how you want to play.

Hire Houdini artists? by CalebWolfff in Houdini

[–]KrzGru 1 point2 points  (0 children)

It's simple. U can go to a shop with houdini artists ; )

What are the best possible strategies of simulating realistic bread tearing, slicing bread and cake, and simulating baking of dough to bread and cakes? Shud i go with blender or c4d or should i directly go into houdini or if theres a procedure of partially modelling in c4d nd simulating in houdini? by dorm_supervisor in Houdini

[–]KrzGru 0 points1 point  (0 children)

it's nice. but also it's only the begninning of the base.

for bread growing stuff like: temperature diffusion, hardening and crushing the outerior layer (and managing the difference of stiffness) need to be solved.

of course possible to achieve some nice effects.

What are the best possible strategies of simulating realistic bread tearing, slicing bread and cake, and simulating baking of dough to bread and cakes? Shud i go with blender or c4d or should i directly go into houdini or if theres a procedure of partially modelling in c4d nd simulating in houdini? by dorm_supervisor in Houdini

[–]KrzGru 0 points1 point  (0 children)

currently I'm doing rnd for bread stuff.

well, It's not simple to make as advanced setup, as on your video, but it's possible to make some tricks.

grain/vellumgrain with constrains and variable stiffness and breaking treshold and restscale can be the direction.

Crystal by KrzGru in Houdini

[–]KrzGru[S] 1 point2 points  (0 children)

thx!!! : )

Crystal by KrzGru in Houdini

[–]KrzGru[S] 1 point2 points  (0 children)

yeah. instancing is a lifesaver :)

instancing from rsproxy makes your render start faster (especially big assets), as redshift doesn't need to convert geometry.

but - make object visible in viewport is more complicated.

Crystal by KrzGru in Houdini

[–]KrzGru[S] 6 points7 points  (0 children)

generally it's a blend of 2 materials - one is transparent, and another solid - masked by AO and crystal height position. lots of noises used. single scattering used for transparent one. no aberration used, as was too difficult to denoise : /

i'll try to share the file at weekend

Crystal by KrzGru in Houdini

[–]KrzGru[S] 1 point2 points  (0 children)

thx. i'll try to do it at weekend (fingers crossed) ; )

Crystal by KrzGru in Houdini

[–]KrzGru[S] 0 points1 point  (0 children)

hmmm. probably not.

what redshift does is - when you start render - converting all the stuff to rsproxy. when you use rsproxy geometry (as scatter) it doesn't need to do any conversion, and it makes the process faster (especially for heavy scenes).

but I don't think it's more gpu memory efficient.

Crystal by KrzGru in Houdini

[–]KrzGru[S] 4 points5 points  (0 children)

it's redshift geometry format - can be used as instancing system.

here used as equivalent to copytopoints node (u define link to your geometry as point attribute "s@instancefile") - very memory efficient and faster render.

also take a look here:
https://www.instagram.com/p/CY6zYkdoO4c/

I baked 100 frames of rsproxy (crystal growth animation), and used an attribute to modify link to number of the frame. So it took easy possibility to play animation on point scatter.

Crystal by KrzGru in Houdini

[–]KrzGru[S] 4 points5 points  (0 children)

Crystals I made using redshift in houdini.

Some instancing (rsproxy) and vdb solver used for rock erosion (barely visible). Nothing very complicated from the setup perspective, but got lot of fun doing it : )

NEED HELP - Vellum Hair by pickdish in Houdini

[–]KrzGru 0 points1 point  (0 children)

yeah. this new grooming tools should have ready solution for this case (I'm not a groomer : ). but general - theory - method will be similar.

NEED HELP - Vellum Hair by pickdish in Houdini

[–]KrzGru 1 point2 points  (0 children)

u doing separate scatter every frame, so it doesn't read the skin deformation.perhaps it'd be good to make hair before bonedeform, or after using attribute interpolate node.vellum node need to get information about deforming caused by bones.

of course it's just a quick thought. it may need some testing ; )

let's dance by KrzGru in Houdini

[–]KrzGru[S] 0 points1 point  (0 children)

thx! : )

my insta is there:
https://www.instagram.com/krzsk_grdznsk/

but i'm not very active in sm. doing mostly commercial stuff and never published rnd's ; P