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Art of Destruction (or Art of Blowing Crap Up)

Art of Destruction (or Art of Blowing Crap Up)
Destruction pipelines today are key aspects of any major visual effects pipeline. Many current pipelines are based on Rigid Body Simulations (RBS) or otherwise referred to as Rigid Body Dynamics (RBD), but a new solution – Finite Element Analysis (FEA) – is beginning to emerge. In this ‘Art Of’ article, we talk to some of the major visual effects studios – ILM, Imageworks, MPC, Double Negative and Framestore – about how they approach their destruction toolsets. In VFX and CGI, RBS is most often relevant to the subdivision of objects due to collision or destruction, but unlike particles, which move only in three space and can be defined by a vector, rigid bodies occupy space and have geometrical properties, such as a center of mass, moments of inertia, and most importantly they can have six degrees of freedom (translation in all three axes plus rotation in three directions). The ‘explosion’ in destruction tools A scene from '2012', visual effects by Digital Domain. Another scene from 2012. Related:  Houdini-infos

Bullet Open Source Physics Engine Several of the top visual effects studios and game developers are now adopting the Bullet open source physics engine for collision detection and rigid body dynamics work. We talk exclusively to Bullet’s main author Erwin Coumans about the current implementation of the physics engine and its future development. Bullet has certainly been used in some recent high profile films by major visual effects studios, who, says Coumans, often customize the code with their own in-house work and combine it with pre-fracturing tools. The physics engine was adapted by Digital Domain for the studio’s Los Angeles destruction effects in 2012, and by Framestore in its in-house fBounce tool for Sherlock Holmes. Bullet was used in 2012 Bullet is open source According to Coumans, the significant adoption rate comes down to the fact that the cross-platform Bullet library is open source under the permissive ZLib license, unlike proprietary libraries such as Havok and PhysX. Thanks so much for reading our article.

Is it possible to use for loops in hscript expressions? custom expressions are used to create additional hscript expressions. I use custom expressions and the custom per-parm expressions somewhat frequently. They are pre-compiled so run very fast, much faster than equivalent python functions. You can bind in hscript commands and expressions easily.It supports many of the basic data types found in c from ints, floats, strings to arrays. The first time I was introduced to them big time was in '94 when David Oliver wrote a sliding skin deformed by underlying muscle surfaces for a Dinosaur for a movie of a similar name with a single custom expression in PRISMS. To learn more about how to write custom expressions, see the help. If you just need a single expression in a parameter field, you can ignore the function name and argument list and dive right in to the body of the function with two {}. The hscript commands to manage custom expressions are exls, exread and exrm. { float rot = (ch("..

Lesson 1: Introduction to Shaders in Houdini « Houdini Render Passes In Autodesk maya, you interact with shaders at a very high level. The inner workings of the shader is usually not directly accessible to the artist. Instead, you are given access to an organized variety of sliders that the artist would tweak to achieve specific looks. This is quite the opposite with Houdini. While working in Houdini, you will most likely need to understand the mechanics of the shader to get the most out of your workflow. Take for example the basic Surface Shader in Maya. This constant shader is very similar in functionality as well as in parameters. In the SHOP Network context you will see the Material node, representing your constant shader, along with it’s parameters. INSIDE the constant_shader node is where you will find the true logic of the constant surface shader. Truely, that’s a good amount of nodes for the simplest shader you can possibly find. Connect it to the suboutput and enter the vop surface node. So let us begin constructing a surface shader.

The Science of Fluid Sims Fluid sims have become such a vital part of so many visual effects films, yet are not well understood by most general artists. We try and explain the science behind the fluid sims, and look at one in particular closely: Naiad, with help from our friends at Exotic Matter. Introduction One of the most significant and commonly requested areas of real world simulation is fluid simulation. From pouring shots to ocean vistas, directors and artists have come to rely on computer simulated water and similar fluids. Fluid sims are not confined to just fluids either, they can be used to achieve fire and flames - the fluid being simulated in this scenario is the air itself (a gas). Fluid simulations (fluid sims) have many applications outside visual effects. History Before the computer graphics industry got involved, fluids simulation was being actively modeled mathematically as early as the 1950's and 60's. - Watch Jerry Tessendorf talk at TED. - A Naiad scene test: 'Bunny in Trouble' Basic concepts

Manvsparticles video tutorial 2012: Disaster Porn To bring general world-ending mayhem to his latest disaster film, 2012, director Roland Emmerich relied on a contigent of effects vendors under the supervision of Volker Engel and Marc Weigert. In this article, we focus on the work of two of those vendors: Digital Domain and Sony Pictures Imageworks. In this week’s fxpodcast, we discuss Double Negative’s work on the film. Podcast In this week’s fxpodcast we speak to Alex Wuttke, (Quantum of Solace, 10,000 BC, Batman Begins ) visual effects supervisor at Double Negative (DNeg), about the two main sequences of 2012 completed at DNeg in London. Escape from LA (by plane) One of the major disaster sequences in 2012 features struggling author Jackson Curtis (John Cusack) and his entourage flying through a destructive Los Angeles earthquake. Effects supervisor David Stephens managed the development of a new shattering pipeline and rigid body dynamics tool based on Bullet, which became known as Drop. Voronoi Diagram How to build an ark

houdini at Christian Schnellhammer . TD Blog Archive for the ‘houdini’ Category houLDPK – 3DEqualizer Lens Distortion For Houdini With houLDPK it is possible to load lens models from the popular 3DEqualizer camera tracking software and use it in houdini. Update: The whole toolset is now available on wp.keller.io/houldpk houLDPKShop A camera lens shader, which allows to directly render a distorted image. houLDPKCop A COP node to distort/undistort an image. Houdini Ocean Toolkit for Houdini Training Video For Houdini Flocking Systems on cmiVFX cmiVFX just releases my flocking tutorial:store.cmivfx.com/tutorials/view/330/Houdini+Flocking+Systems Check it out. This training focuses on a basic concept of flocking simulations: steering behaviors. This step-by-step training video introduces how steering behaviors work and how one can create complex simulations just by combining simple behaviors. As a bonus this tutorial comes with a powerful library of a multi-agent system which you can use to create flocking and crowd simulations. Showreel 2011

April 2011 Day 27 Basics: Mantra (By Peter Quint) I completed his series on 'Lighting in Houdini11' the other day and did my own tests. Decided to watch another one today, saw the video as state above and thought i might pick up something new and reinforce my knowledge on Mantra although it's basic & at the same time type out the useful points shared by Peter Quint over here in my blog. Micropolygon rendering is based on REYES algorithm (Renders everything you ever saw) which is the same as the algorithm used by PIXAR's renderman. Step 1: SplittingSplitting objects into more manageable chunks. Step 2: DicingThe chunks are diced into small 4-sided polygons called micropolygons. Step 3: DisplacementNow to run shaders on the micropolygons.First shader would be the displacement shader, it is executed once per micropolygon and moves the micropolygon a little. Second shader is the surface shader, which sets the colour and opacity of the polygon & are also run once per micropolygon. Visualizing Micropolygons

Tutorials | A Pile Of Grains This post will try to explain how to write and install your own VEX DSO plugin for Houdini, written in C++. The included example project creates a plugin called VexImageReader. This plugin can be used to read all sorts of images, including psd and dds files. The function takes as input arguments a U and V coordinate, an input string (image name) and a wrap mode. Before we start, download the necessary files right HERE. The source code and Visual Studio 2008 project file (code)The FreeImage library source code (freeimage/Source)A compiled x64 windows DSO (build)A compiled x64 windows FreeImage library (freeimage/Dist)An otl that wraps the Vex function call in to a VOP (otl)An example HIP file (hipfile)The VEXdso include file, used by Houdini to add the VEX plugin to the houdini DSO table. As mentioned above, I included the compiled plugin. The code should be cross-platform compatible. Notes on compiling the VexImageReader DSO Loading the VEX DSO in Houdini Wrapping the function in an OTL

Ron Fedkiw Winter quarter 2016 - CS 248 - Interactive Computer GraphicsThis is the second course in the computer graphics sequence, and as such it assumes a strong familiarity with rendering and image creation. The course has a strong focus on computational geometry, animation, and simulation. Topics include splines, implicit surfaces, geometric modeling, collision detection, animation curves, particle systems and crowds, character animation, articulation, skinning, motion capture and editing, rigid and deformable bodies, and fluid simulation. Level set method Video of spiral being propagated by level sets (mean curvature flow) in 2D. LHS shows zero-level solution. RHS shows the level-set scalar field. The level set method (LSM) is a numerical technique for tracking interfaces and shapes. Level set method[edit] An illustration of the level set method The figure on the right illustrates several important ideas about the level set method. determining this shape, and the flat blue region represents the xy-plane. , while the shape itself is the set of points in the plane for which is positive (interior of the shape) or zero (at the boundary). In the top row we see the shape changing its topology by splitting in two. Thus, in two dimensions, the level set method amounts to representing a closed curve (such as the shape boundary in our example) using an auxiliary function , called the level set function. is represented as the zero level set of by and the level set method manipulates implicitly, through the function . and negative values outside.[2][3] Here,

Related:  Theory