Wednesday, January 9, 2013


next i needed to create control points for rbd sim

i chose to set up a simple scene with a fractured tube(using the aforementioned volume method) animating from screen right to left. Next i fed the vornoi fracture into a for each sop which contains an add node that i directed to find the centroid of each "piece group" created by the vornoi fracture sop. This will create a single point for each fractured piece of the object with a point number to match the piece group number. I then give each point a black color which i fed into an attr transfer. The opposite side of the attr transfer i animated a sphere(attatched to a trail sop) that animates down in the y axis. The sphere is given a red color. This way when the sphere comes with in the attr transfer bounds it will transfer a  red color onto the originally black tube points. This red color will can now be used to activate fractured pieces in a very controlled manor.


Next i moved into dops and began to set up my simulation.
I set up a ground plane from the shelf, then i manually created two RBD fractured objects. one for the deforming tube(which is actually just translated... not deforming) and the other for the tube object moving peices(the pieces activated by the attr transfer).
I attached an RBD state node to the tube object deforming with a "defualt operation" with a value of "set always" to specify the activation state of the tube object deforming object.
from here I allow editing of my fractured objects in dops and dive inside and set point expressions on the  activation parameters of the sopgeo nodes(see below). This takes the point color from my attr transfer that i did on the sops level on the un-animated geometry and feeds in a per point activation that correlates to the pieces of that fractured object i want to be active. 


This gives me a result like this:




Tuesday, January 8, 2013

i needed to be able to fracture things controlably.

the first thing i had to do is set up the fracture. I did this by creating vornoi fracture

I then convert my arm geometry (in its default pose) to a volume using an iso offset. I also mixed that arm volume with a volume from a box of similar proportions to my arm geo. I plug that volume into a volume vop giving me ramp based on the BBOX positions and the position attributes, this gives me more control over the where I want the volumes to be within that arm shape. I then plug that data into a vopsop connecting the position into a volume sample file(saved out geo from a file node). 
From here I scatter points and plug hook those points into my vornoi fracture sop.



1st post!
hi my name is lee johnson and this blog is designed as a case study of my SESI FX projects

Flowering Hand project

objective:
to create a full CG fx shot using houdini with a technical focus on RDBs, vornoi fracturing, and Lsystems. 

inspiration:
opening sequence to girl with a dragon tattoo. here is a link if you are unfamiliar withthis sequence


Assests head count:
for this project i will need a few assets, most of which i modeled in maya/houdini, and sculpted in zbrush .

MODELING:
bud petals = maya zbrush
hand+arms = maya zbrush
flower stem  = houdini
flower leaves  = houdini
seeds  = houdini

RIGGING:
bud petals = houdini
hand+arms = houdini
flower stem  = houdini
flower leaves  = houdini
seeds  = houdini

KEY FRAMED ANIMATION:
hand+arms = houdini
bud petals = houdini
seeds  = houdini

SURFACING
zbrush for displacement maps
the remander will be houdini

DYNAMICS:
all houdini

here is a test of all the aforementioned elements (excluding the dynamics)together