top of page

Beauty and the bug

Week Eight

WHAT I DID

wheel_emitter

car and ground collision

ground_emitter

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

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 

Because high detailed geos influence the sim time and RBD (also bullet concave)

Week Five

WAHT I DID

Week_Five

Rumbling of the Ground

Rumbling of the Ground
Search video...
Rumbling of the Ground

Rumbling of the Ground

00:04
Play Video
Trail

Trail

00:02
Play Video

Use color to control grain area

  • 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.

  • 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.

  • Try to model a ladybug in two days. Just finish 60%, and give up for needing more time on effects..

WHAT NEED TO DO

  • Keep working on rumbling and trial of the ladybag

  • Dust and Debris - Particles 

  • Leaf models and shaders - Particles

Week Four

WAHT I DID

Storyboard

camerashot

camerashot

Watch Now

WHAT NEED TO DO

  • Dust and Debris - Particles 

  • Leaf models and shaders - Particles

  • 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
rumblingBG

rumblingBG

00:10
Play Video
smoketest

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 

  • cgwiki_Smoke and Pyro

http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro

  • 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

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

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

final_render_test_1
final_render_test_1
00:05
Play Video
fly_to_corner2
00:05
Play Video

Fracture Shape

solved problem

p.1
p.2
link_pieces
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

The_ball
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
bottom of page