tag:blogger.com,1999:blog-14893462613049644092024-03-13T04:25:01.994+01:00Steven TY : VFXUnknownnoreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1489346261304964409.post-53419226813307403772018-10-25T03:40:00.003+02:002018-10-25T03:40:51.369+02:00Houdini - Smoke column test<div style="text-align: left;">
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<span style="font-family: Arial, Helvetica, sans-serif;">Tested some houdini sim for smoke</span></div>
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Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1489346261304964409.post-78799008403380704402018-05-03T03:15:00.002+02:002018-05-03T03:41:05.156+02:00Explosion exploration no particles <div style="text-align: center;">
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<span style="font-family: "arial" , "helvetica" , sans-serif;">Here is a exploration for a cartoon explosion done without using any particles</span></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif; text-align: left;">For this exercise</span><span style="font-family: "arial" , "helvetica" , sans-serif; text-align: left;">, I've created a mesh in Houdini.</span></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif; text-align: left;">I simply created a fire simulation, converted it in vdb, converted the vdb in polygons and remeshed it to "save" some vertex.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6-RYiHepDbtPw_rkkHdFOZ0HBjhxhu2LGUvifXA4yB9qX2PGJn5dmH8Pl2SX1q4e39QBjOBOn2c38T28nkMqOKiF9mKcSGXeI3hXtNiKs5HPqoQHLqxdVLiFy49GFjj-kvYm0WZ9n8p1O/s1600/Fireball+mesh.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="744" data-original-width="1227" height="387" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6-RYiHepDbtPw_rkkHdFOZ0HBjhxhu2LGUvifXA4yB9qX2PGJn5dmH8Pl2SX1q4e39QBjOBOn2c38T28nkMqOKiF9mKcSGXeI3hXtNiKs5HPqoQHLqxdVLiFy49GFjj-kvYm0WZ9n8p1O/s640/Fireball+mesh.jpg" width="640" /></a></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif; text-align: left;">After that, I made a shader only using math to create the animation and dissolve effect</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_LIab_dBKlGVlfV6sZbnpUEE5zMj87hlq6mXmUB4UtRTMjLMZFv2TSeCf5fbhQBoh4PjJfD77gurDXOzRc5C-UbU8iGfBHXpIqOuRMI-qe2brC8zJKaFa5e9mGtuRrcj85ZRmC96AwL2/s1600/Shader.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="782" data-original-width="1600" height="312" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA_LIab_dBKlGVlfV6sZbnpUEE5zMj87hlq6mXmUB4UtRTMjLMZFv2TSeCf5fbhQBoh4PjJfD77gurDXOzRc5C-UbU8iGfBHXpIqOuRMI-qe2brC8zJKaFa5e9mGtuRrcj85ZRmC96AwL2/s640/Shader.jpg" width="640" /></a></div>
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Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1489346261304964409.post-39303074154129348472018-03-15T21:46:00.001+01:002018-03-15T21:46:29.272+01:00Houdini Fluid test<span style="font-family: "arial" , "helvetica" , sans-serif;">I wanted to try some Houdini fluid and test how i could bring that into a game engine.</span><br />
<span style="font-family: arial, helvetica, sans-serif;">My goal was to bake the velocity information into the vertex so i wouldn't have to bake the velocity in a texture.</span><br />
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<span style="font-family: "arial" , "helvetica" , sans-serif;">I started by creating a fluid simulation in Houdini. </span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">For that i exported a part of my world from the engine and imported it in Houdini. </span><br />
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</span> <span style="font-family: "arial" , "helvetica" , sans-serif;">Just using a bunch of mesh to create my sim was not great so i decided to create a shell from all those meshes. </span><br />
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</span> <span style="font-family: "arial" , "helvetica" , sans-serif;">Here i am using a ray with a high density plane but converting all mesh to VDB then converting it back to poly could be a better solution. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">After creating my fluid i picked a frame i liked and converted it to a mesh (using remesh so i could control the mesh cost)</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">I then used the particle data to calculate my velocity and other attribute for foam.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Once i calculated my velocity i pushed the value into the vertex.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">And i made a shader using the vertex color to control how the texture will flow. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">I also added some vertex animation to get a better result.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Conclusion:</span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">It works, that's great but the process is quite heavy. </span><br />
<span style="font-family: Arial, Helvetica, sans-serif;">Having information in the vertex means that Lods can create issues, also the mesh needs to have enough density to have the information. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><br /></span>Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1489346261304964409.post-17030188236354122172016-06-02T00:17:00.000+02:002016-06-02T00:17:28.022+02:00Rain using vertex animation<span style="font-family: "arial" , "helvetica" , sans-serif;">My goal was to create a rain effect around lights without using particles to save CPU time</span><br />
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<span style="font-family: "arial" , "helvetica" , sans-serif;">So i started this idea using a simple mesh with a vertex animated shader to avoid unnecessary overdraw</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7-zChGuRrhSh7hV3C_kD3k4dNzQKWgDzIfOo9VWTrsUhc08UoxcHdkK1OEat7EC-GaiAcfQwHaR7IyCZojZBryW2o-XEx7kF5xRx4Ll2iGmKFQg2C9b0_BSkaPbQnJb5MgVvXIxOJvKBN/s1600/mesh.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7-zChGuRrhSh7hV3C_kD3k4dNzQKWgDzIfOo9VWTrsUhc08UoxcHdkK1OEat7EC-GaiAcfQwHaR7IyCZojZBryW2o-XEx7kF5xRx4Ll2iGmKFQg2C9b0_BSkaPbQnJb5MgVvXIxOJvKBN/s400/mesh.jpg" width="400" /></a></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">I am using a simple mesh with a few planes, i order to rotate the planes to look at the camera at all time i am using the Spline thicken function in unreal to get all the planes to be align with the camera.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">I could have made cross mesh and made the shader a bit cheaper but the Spline thicken function allow me to change the length of the rain in the material. </span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjiyxKOawO9aVkM1WLPmhOFeppjYDri_PXNpdjoIBoJOShL8dHt8ez7ioZ8pa19cjFQBIZjHpXuCRcQ0eTLSpEQTT3ZnYyMPSWxZFnOuRzNe31HRvrYhFrWbC-i4DTEMEgu3qv9wQv3iTv/s1600/spline+thickness.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjiyxKOawO9aVkM1WLPmhOFeppjYDri_PXNpdjoIBoJOShL8dHt8ez7ioZ8pa19cjFQBIZjHpXuCRcQ0eTLSpEQTT3ZnYyMPSWxZFnOuRzNe31HRvrYhFrWbC-i4DTEMEgu3qv9wQv3iTv/s400/spline+thickness.jpg" width="400" /></a></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">Then i used a the vertex animation to get the motion in local space. the solution was OK but i was lacking variation in the motion. so i decided to use vertex color to control the speed and time offset.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivqwH2hwGT6CXxFjLhAu_NB5MQ-AzlAQMhNHPmIrFjgAWlqtwGIWfqmkRMvN7Iq4wb-bC5AjUTkgCcmtgUExnc9vShM6PfX8hnPDfFrdFfAF5ev63csm35IUaQlsgxVwEfgMIMjzxDAfcZ/s1600/mesh+with+vertex+color.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivqwH2hwGT6CXxFjLhAu_NB5MQ-AzlAQMhNHPmIrFjgAWlqtwGIWfqmkRMvN7Iq4wb-bC5AjUTkgCcmtgUExnc9vShM6PfX8hnPDfFrdFfAF5ev63csm35IUaQlsgxVwEfgMIMjzxDAfcZ/s400/mesh+with+vertex+color.jpg" width="400" /></a></div>
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<span style="text-align: left;"><span style="font-family: "arial" , "helvetica" , sans-serif;">After that i decided the add more timing variation using the mesh pivot point</span></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAGk86HotWqEdPn30FnDqUEgDWIwLHfuRD38_fX2TMtIkn3X6G7HdGMsOUCrDv5ZrAn7dW3tVTJn7CSMuZhSt-S1jDk5FLX_fERVk57d5ottFh2GpMzSa0GE2euIF3PpUoR82QC2_NI2Kd/s1600/timeoffset.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAGk86HotWqEdPn30FnDqUEgDWIwLHfuRD38_fX2TMtIkn3X6G7HdGMsOUCrDv5ZrAn7dW3tVTJn7CSMuZhSt-S1jDk5FLX_fERVk57d5ottFh2GpMzSa0GE2euIF3PpUoR82QC2_NI2Kd/s400/timeoffset.jpg" width="400" /></a></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">I am using the blue channel to add more speed and i am using the red channel to add some timing offset. </span></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">After that i wanted more variation so i added a rotation on the mesh, unfortunately it did not play well with the spline thicken function. I ended up with some moment with the rotation when the all the plane were badly align with the camera.</span></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">I could have added some rotation to the base mesh to avoid that but it wouldn't have work with the spline thicken well.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL79k6KQxAzZPn2bSNHpqc7uTyF3ZQS8eNMxnkhdItQ2Wr0YjPghL1IgY-z2t8oYK3DzkB3f8CoUXJ-yOCIjhTmZpos-Ez9t_50MMJt91GfEsZljQNLERLG9AIONqESdt2pryqQe3Gl5gk/s1600/rotate.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL79k6KQxAzZPn2bSNHpqc7uTyF3ZQS8eNMxnkhdItQ2Wr0YjPghL1IgY-z2t8oYK3DzkB3f8CoUXJ-yOCIjhTmZpos-Ez9t_50MMJt91GfEsZljQNLERLG9AIONqESdt2pryqQe3Gl5gk/s400/rotate.jpg" width="400" /></a></div>
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<span style="font-family: "arial" , "helvetica" , sans-serif;">Here is a video with the result. I've added control over the speed, range of travel, length of the water, tint, etc..</span></div>
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<br />Unknownnoreply@blogger.comtag:blogger.com,1999:blog-1489346261304964409.post-75325670114951931382011-02-01T11:13:00.005+01:002013-08-20T22:54:07.433+02:00Steven TY Visual Effect Artist<b style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif;"><br /></b>
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<b style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif;">Batman: Arkham Origins Multiplayer</b><span style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif;"> </span><span class="Apple-style-span" style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif; font-size: xx-small;">(2013)</span><br />
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<b style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif;">Dirty Bomb: Trailer</b><span style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif;"> </span><span class="Apple-style-span" style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif; font-size: xx-small;">(2012)</span><br />
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<span class="Apple-style-span" style="color: #b45f06; font-family: 'Trebuchet MS', sans-serif; font-size: small;"><b>UDK: DM_Deck Destruction</b> <span class="Apple-style-span" style="font-size: xx-small;">(2011)</span></span>
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