Sidefx houdini fluid vs realflow1/16/2024 For additional passes i`ve used Krakatoa and setup shading based on speed, density and velocity of particles.įX work for Quarry Canada, rigid bodies sim, fluid sims, morphing fx etc. Simulation done in Realflow and meshed inside 3D max with Frost. All of them were looped at the end so they can playback seamlessly on the web. Some of the dragon fire sims done for the Hobbit game web page. Then you can export your low res animation and use it to skinwarp your hires mesh. MD can do 1 mil poly simulation amazingly fast. I`ve created hires cloth model first with around 5 mil poly, and lower 1mil poly version for simulation. I`ve used Marvelous designer for both design and simulation. Jacket have two layers - different material properties for outer and inner layer. Plenty of nice details on multilayered cloth sims. Simulated at double speed as the camera action was very fast and I wanted to get some motion visible. Simulations were used in Volcanic enviroments. I`ve rendered temperature data as extra pass, and used it to grade both fire and smoke. Sandbox fun! :)ġ5 sims, 100-130 frames per sim, 10-12h simulation time, 1-5 min per frame render time,500-1200 voxel grid size,300-500GB per sim(fuel/smoke/fire/velocity/temperature), I7-3770 32GB RAM. Average sim time around 10-15min(2 substeps). Video is showing 11 different simulations with various conditions - different hit zone,speed, different joints break conditions etc. Breaking is triggered by geometry collision, plus SC shape/particle collisions. No prefraged geometry, all done on the fly with volumebreaker. I`ve created automatic joints system generation between different particle groups - like Planks to Poles, then Poles to Logs, Thatched roof to Plans etc. My own TP demolition system developed over past few months in free time. If you ever need to create hires caustic maps, with float data and tilable, there is a great tool out there,grab it here. I`ve used direct light with animated causting map. V-ray enviroment fog was great help when creating volume effect of rays underwater. Particles simulations were done in Reaflow and meshed later in 3D max with Frost. Having fun with Side FX Houdini and Redshift render in my free time.īig thanks to Blur studio for letting me help with these two shots for Halo aniversary cinematics. Simulations done in SideFX Houdini and exported to 3D Max and rendered in V-Ray. Water/Air FX and render setup done for Blur Studio Destiny 2 cinematic back in 2017. V-Ray for Houdini beta 2 was open at the time so i decided to give it a go - have some fun and help Chaos group with beta testing a bit too.Ģ018 Water/Air FX for Destiny 2 cinematic Started as simple vellum RND in mid January,but ended up being much more. Houdini sims for Brevant commercial i did back in June 2018 for Tendril.
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