I added features on top of Houdini’s 13 whitewater and FLIP sim and render workflows. Let me know what u think.
FLIP base sim:
– Normal gravity
– UV regeneration
– 2D/3D seamless surface blend ( with UV and N attributes)
Spray sim and render:
– removed divegrance from velocity field – adds large scale motion to spray
– surface tension – adds small scale characteristics
– drag force applied on the edges of spray body(density = particle count in cell)
– Phong specular component at render time for spray
Example of application – ehhh, I run out of time to sim and render anything better. That was already overkill as for rendering on my laptop. I wish I had a chance to test those features in production. I think there is some potential!
Presenting work done since the beginning of my feature film career. None of the shots would be possible without tremendous effort of talented fellow artists from Pixomondo Berlin and ScanlineVFX.
Captain America: The Winter Soldier (2014)
300: Rise of an Empire (2014)
Iron Man 3 (2013)
Man of Steel (2013)
Journey 2: The Mysterious Island (2011)
Fast 5 (2011)
Red Tails (2011) (not included)
Ok, this time I have something different then usual. I refreshed my skills in scripting a bit.
I was always courious how grid solver works under the hood. As far as I can imagine SPH guys, grid was kind of mysterious one.
After little research I reached origins of fluid solvers that we are using in todays 3d packages. One of the first guys who put together stable fluid simulator was Jos Stam, implementing it into Maya 4.5 as Maya Fluids in 2003. Jos has published number of publications about fluid research he made, its all available on his website.
So yeah, I used his method described in this paper to implement 2D fluid solver into 3ds via MaxScript. Its not a tool or plugin, just a proof of concept.
You are welcome to download my script from ScriptSpot and play with it. See how slow it is ;P
It was supposed to be a simple viewport capture with some fish playing around, and ended up like this.
Few rules combined together, and we get boids behavior. Check out Craig Reynolds paper about crowd system to get more info on that subject. All of AI and crowd system in games and movies are based on that.
I animated fish with bones and expressions so I could get at least a bit of procedural taste. Houdini….
No RnD for some time, since of very crazy times because of finishing another project, and finally here it is. I was working on procedural DA Splash tool for Houdini, thats the progress that I have accomplished few months ago. I would love to push it a bit further, but really not now. I have implemented basic controlls for gun-like setup. Viewport preview of point instanced geometry and ground deformation RBD (not on video). I’m planning to release a OTL so you can use, look into in and give me a feedback.
Another brand new trailer. I guess the release is scheduled on January 2012. A lot of kick-ass fx is here, its kind of StarWars in WW2 world :). Im sure u will get the idea what the movie is gonna be about from those trailers.
I have found some onset picture with plane rig. Enjoy!