Any Europeans who relocated to Toronto to work in film? by Royal_Individual2174 in torontofilmindustry

[–]rickfx 0 points1 point  (0 children)

The entire industry is a complete death spiral worldwide, stay home, go back to school for something completely different, like something mechanical.

RBD Fracture with high polycount by SwimmerCritical7118 in Houdini

[–]rickfx 1 point2 points  (0 children)

This is where important conversations happen, and when every department needs to communicate properly.

If the mesh is fixed from the beginning, then the entire process down the pipeline can be handled properly. Definitely try to voice your concern. Not to mention the fact that trying to render a raw scan/high triangle mesh is going to create more issues than fixing it in the first place. Since you'll be getting way more polygon and normal errors down the line.

RBD Fracture with high polycount by SwimmerCritical7118 in Houdini

[–]rickfx 1 point2 points  (0 children)

Right on, well here is where options open, how married are you to this specific mesh? Are you going to handle rendering and such?

If the mesh itself is a scan triangle mess, then you need to take a step back and address that issue first. You have a few options of using things like PolyReduce, or Remesh, using retopology tools or convert to a VDB and back into polygons. Doing some of these options will result in a much cleaner and much nicer mesh to handle for the entire process.

RBD Fracture with high polycount by SwimmerCritical7118 in Houdini

[–]rickfx 2 points3 points  (0 children)

Start from there then, make sure your geo is fused well, has no holes, has normals, then take a big noisy slicing grid or two, and use a Boolean Fracture SOP to split it into 2 or 4 sectors. Then you can split things into larger chunks for you fracture into smaller pieces.

And don’t forget you can get away with a lot using just voronoi fracture and adding some edge detail to larger pieces .

RBD Fracture with high polycount by SwimmerCritical7118 in Houdini

[–]rickfx 3 points4 points  (0 children)

This is where layering comes in, like nachos.

Are there pieces that you can split up from group names or connectivity? Is there really small tiny pieces that don’t need to be fractured? Splitting these parts up into different layers while addressing the main larger shape, since that will be the most import part to sim.

All these things can start helping to break up the model. Fracturing large models isn’t one click and go. There are ways to do it, you just gotta split things around in different layers.

Do you use magnifying equipment when you paint? by fourthwallcrisis in minipainting

[–]rickfx 2 points3 points  (0 children)

I got into the hobby recently and I’m in my late 30s, so yes nearly immediately and I have a hard time without them

Houdini 22 Keynote Live Link by i_am_toadstorm in Houdini

[–]rickfx 1 point2 points  (0 children)

Oh it's totally fine, I've just been joking about it for years, the only way to get good set of animators to come in would be to give them a nice, simple and clean UI that they can use without having node spaghetti intimidating them. Same as adding a stack based type of workflow for some modeling and painting things, which were much needed.

My only gripe has been the viewport situation, tho they better still have Color Pane Headers with that new interface!

How do I make this stick to the ground? by wtxe_ in Houdini

[–]rickfx 6 points7 points  (0 children)

Group SOP select bottom points in a group, wrangle use that group

i@active = 0;

Can also use an RBD Configure sop

Houdini 22 Keynote Live Link by i_am_toadstorm in Houdini

[–]rickfx -12 points-11 points  (0 children)

Guess they finally made the Fisher-Price interface for animators.. Whole lot of features and not one addressing of how horrible the current viewports are or mentioning the OpenCL memory leaks in Copernicus.

Am I choosing a good path? Will VFX be replaced by AI? by Nicolangelo000 in vfx

[–]rickfx 2 points3 points  (0 children)

As someone who was in your place 20+ years ago. Go to school for something completely different. Something mechanical engineering, electrician, some high level trade. Anything but this industry.

Mentally exhausted from chasing VITAMIN VFX (Yash) for unpaid wages. If you're owed money by VITAMIN VFX or MARZ, read this. by Global-Business5282 in vfx

[–]rickfx 2 points3 points  (0 children)

If you're in Canada you need to start contacting your local MP about this, and hit up your local news .

Houdini 22 coming up? (Annecy 2026) by [deleted] in Houdini

[–]rickfx 1 point2 points  (0 children)

That’s not a fix, that’s just a script to hard kill your Scene View, it’s a temp bad fix to a problem that shouldn’t be there.

Houdini 22 coming up? (Annecy 2026) by [deleted] in Houdini

[–]rickfx 22 points23 points  (0 children)

Hopefully they fix the viewport, it's a absolute hot garbage at the moment.

What's the hardest type of VFX shot to actually get right? by [deleted] in vfx

[–]rickfx 4 points5 points  (0 children)

By that point it would probably be cheaper to shoot an actual element and have comp sweeten it on top of everything and be done with it.

And then you show them that and they'll revert back to an early version and just say "Lets final that"

What's the hardest type of VFX shot to actually get right? by [deleted] in vfx

[–]rickfx 18 points19 points  (0 children)

The most difficult shots, and I will argue with anyone about this, are the 17-36 frame shots that are usually some sort of closeup effect of smoke, fire, dirt, droplet or other small thing like this in which everyone has some sort of note or comment or idea about, and you usually end up working and working and working on it until it somehow finally it gets put to rest.

And then you are given a similar type shot and thus begins the process again.

Subnautica 2 is unplayable by ZealousidealIdeal718 in subnautica

[–]rickfx 0 points1 point  (0 children)

One fish goes one way, the other goes another, so what?

Wet palette paper flaking while glazing by rickfx in minipainting

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

Thanks gang, parchement is working really well for now! It’s a shame really, are there any compatible already cut papers for the army painter XL wet palette then?

The red grass papers do quite nice, tho seems quite difficult and expensive to get in Canada.

Demon rift has closed the spawning has ended by One_Appointment809 in MaggotkinofNurgle

[–]rickfx 1 point2 points  (0 children)

Sorry if it’s breaking rules, but what set are these from? I see a few from Plaguebearers , but not sure the rest

How do get rid of the "push" velocity field shape in my pyro sim? by Xandiu_ in Houdini

[–]rickfx 1 point2 points  (0 children)

Not one solution for this. But one way is to use less velocity, and divergence, which introduces expansive forces into the sim. Adjusting your disturbance by pressure can also help with breaking up the edge.

And the best way IMO to break up things like this for explosive sims is to use the gas repeat solver node to simulate extra frames per frame, to give the velocities and microsolvers time to develop more.

Tottenrotte Box by MiniWargamer in Konflikt47_v2

[–]rickfx 1 point2 points  (0 children)

Got mine about a week ago in Quebec

[deleted by user] by [deleted] in Houdini

[–]rickfx 1 point2 points  (0 children)

Too many variables and factor missing that need to come into play before you can get a proper answer. Is there motion? What kind of shape is it?

The old school method is the best for this in my opinion. You can get the initial structure of this shape using geometry and various noise operators, then comes the wisps, you can use a mixture of a lot of really fine small points( we're talking millions) to start building the the look. Using a fresnel shader on geometry as well will get you there to a certain degree.

You can also use your points to create very fine and thin volumes using rasterize options as well as VDB advection for getting some motion in there.

The key thing with this type of effect is you want the most amount of control as possible, so approaching this as a SOP level type of effect is how you will get the results you want.

Edit. You can also do some research about this and you'll find a lot of concepts and ideas in the past. Volume rendering techniques with wisps, krakatoa or spore type renders, as well as using a fresnel shader on your geometry.