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Character Artist
RENDER
Beauty and the bug
Week Eight
WHAT I DID
wheel_emitter
car and ground collision
ground_emitter
ground_emitter
Watch Now
Use a car size gird to follow the car
Solver
groundemit
Week Seven
WHAT I DID
Dust for the Ladybug
Week Seven
Watch Now
WHAT Need TO DO
dirt
Wingparticle
Footparticle_pop
dop network
1.Modify the dirt (particle) emits from the ladybug's feet
(the amount and speed of the dirt looks even,will fix that).
2.Modify the dust
3.Help Candice to do the car dust, especially when the car comes closer to the camera.
Parent
reference: https://www.youtube.com/watch?v=RP7wdVwp0dI
Because high detailed geos influence the sim time and RBD (also bullet concave)
Week Five
WAHT I DID
Week_Five
Rumbling of the Ground
Search video...
Rumbling of the Ground
00:04
Play Video
Trail
00:02
Play Video
Use color to control grain area
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Rumbling of the Ground
Solved: Sand particles and Rock drop down and penetrate the ground.
Solution:
1. Subdivide the ground
2. Make sure the collision shape bigger than the objects.
3. Avoid rocks intersect with each other.
4. Modify initial position of the rocks and sand.
Need to do: test reality rocks and sand.
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Trails
Study the attributes and parameters of Grain and test what I can use in the project.
Need to do: modify the grain area to reduce render time; modify grain attributes.
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Try to model a ladybug in two days. Just finish 60%, and give up for needing more time on effects..
WHAT NEED TO DO
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Keep working on rumbling and trial of the ladybag
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Dust and Debris - Particles
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Leaf models and shaders - Particles
Week Four
WAHT I DID
Storyboard
camerashot
Watch Now
WHAT NEED TO DO
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Dust and Debris - Particles
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Leaf models and shaders - Particles
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Rocks +Vibrate ground - RBD
CG Collab VSFX 728 Fall 2017
Week Six
WHAT I DID
RBD ROCK
How to use it? Topology
Ground Rumbling in Camera
Week_Six
rumblingBG
rumblingBG
00:10
Play Video
smoketest
00:10
Play Video
Because the ladybug is 0.04 m and the rocks are very small, the rocks are very easy to penetrate the ground. Especially need to make the ground as Deforming object. In the shot 1, it looks only the rocks are shaking. Because I parent the camera and the ground. Hopefully it could make composition easier in this way (the tech students will shake in the camera in Nuke).
Personally don't think this effect is very necessary, for it will cost a lot of time for composition and shader the rocks. But if we keep it, I will do the shader of rocks in week seven
Ground Rumbling (chop)
What need to do
Dust for the ladybug
I will use smoke. If time allows. I will add small debris with particles (just a little bit).
I spent a lot of time to study smoke and particles in week six.
Reference tutorials
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cgwiki_Smoke and Pyro
http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro
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Peter_Quint
Millions of Particles
https://vimeo.com/channels/pqhoudini/154723870
Smoke in H12
https://vimeo.com/channels/pqhoudini/38287079
https://vimeo.com/channels/pqhoudini/38288672
https://vimeo.com/channels/pqhoudini/38289509
Pyro FX | Volcano
https://vimeo.com/44129053
Houdini 13 Masterclass | Particles
https://vimeo.com/81611332
(need to watch)
Pyro Tips & Tricks // Jeff Wagner // Illume Webinar
https://vimeo.com/225159293
The Ball
Timmy Chiu, Youran Lu
Week Three
This time, we changed the collision position
Week_Three
Watch Now
But I found a "problem piece" after Timmy render out all frames...
I tried to change "Collision Padding" into "0.0001"
shaking_piece
Watch Now
And the pieces shake violently!
Looking for resolution~
Week Two
Material: terracotta (we finally make this decision on last Thursday night!)
Reference
00:05
Play Video
00:05
Play Video
Fracture Shape
solved problem
p.1
p.2
Watch Now
'Setup_packed" gives each piece a point.
"p. 1" lead some pieces share one point, that's why they can not be seperated
Method 2
UV
Method 1
Method 3
"foreach_network" is for separate old primitives
( inside face and out side face) and new primitives (the thickness)
Physical Attributes
Week One
GOAL: fracture & smoke
Method: RBD fracture, combine with voronoifracturepoints and paint to control primitives density and con-trast ; Pyro BillowySmoke
Reference
"Controlling Your Fractures in Houdini " 2013
Jean Michel Bihorel
Test File
Watch Now
Need to Modify:
1. add smaller pieces to rich details;
2. test smoke
3. consider the material of the ball
Network
1. The ball_geo
2. DDP
3. GLUE
Experiments: I learned two ways to control fracture pieces
Method 1. voronoifracturepoints + point, paint & scatter;
Method 2. vdbfrompolygons, scatter, attribvop,blast.
I prefer Method 1. Because in Method 2, in order to get smaller pieces, it need to multiple fracture (repeat "voronoifracture"), and it will break the smooth of the surface. In addition, to break smaller area, it need "measure" and "each edge" to calculate. But in method 1, it can finish fracture in one time. By "paint" and "scatter", it can control the point density in purpose.
Method 1
Method 2
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