Tuesday, October 12, 2010

Day 18: Fluid Force-Object Feedback

Today the temparature hit 8C very cold outside...

I was about to complete the last part of the fluid tutorial. "Fluid Force-Object Feedback"

In this tutorial we had add a static object and used a fluid force to stimulate the object to feedback (move it)


We had used the same structure from the previous tutorial and made some changes by adding a rigid body object (Utah Teapot). It followed by rbdsolver and fluidforce. we also add new nodes like "Pump", "Rbdsolver", "merge" and "ground plane". and connect nodes as shown in fig. below.

In last part of the tutorial, we change Density properties of "RBD object" to reduce mass and "scale force vector" reduce it to minimum.. rewind and play the simulation.

Friday, October 8, 2010

Day 17: Creating a constant fluid flow

Today was a long weekend moring, every body was exited for a long weekend (Thanks giving holiday on Monday!)

You have seen how to create a  fluid object by using "RBD object and AutoDopNetwork" in my earlier blog... Today, I started working on the fluid tutorial to create a constant fluid flow.

We need to have a "static object" as a source of Fluid from which the fluid is going to Flow and a fluid container in which fluid will be flowing. After creating the alignment between these two objects we need to add some notes in the "Dynamics network".



Static object node need to link to the "box1" geometry out. we need to add a merge node which link static object and fluid object. make sure the relationship will be "Source relationship". the out of "merge1" node connect it to input of "fluidsolver1" node. under the source change velocity type to "point velocity". So that it take the velocity of point node from the geometry node of static object.

lastly, it followed by the gravity node. so "click on" the display of gravity node to see the final effect of the flow.


Today was the last day for two toronto interns Damian (from Mexico" and James (from UK), Most of the sidefx people go to "Moose" a streetside pub for a fareware lunch. They had shared thier own personal experience after that...

Thursday, October 7, 2010

Day16: INCEPTION - Architecture of Dreams

Today was a sunny day!... Sunny Morning.

Today Sidefx team went for a "Sharing session by VFX Supervisor Paul Franklin  and Rob Hodgson on set VFX Supervisor."

Double Negative created all of the visual effects for ‘Inception’, roughly 500 shots in the final film. According to VFX Supervisor Paul Franklin, nearly all of them required tight collaboration between the special effects and visual effects teams.



The whole sharing session was very informative and educative. Mr. Paul delived a lot information about his planning of the scene in the movie then about the co-ordination with the other people in the team. He emphasise the sucess of the process is mainly depend on how you plan the scene and communicate with diffeent people in the differne knowledge level to get your job done.




The show was conducted by "Computer animation studios of Ontario" and sponcered by HP and Intel. People from computer graphic and animation industry from toronto region attended the event.
From sidefx toronto office almost all the people attended this event.



Pls. find more information from "digital media world" from the link below
http://www.digitalmedia-world.com/index.php?option=com_content&view=article&id=2616:inception-architecture-of-dreams&catid=76:feature-articles-from-digital-media-world-magazine&Itemid=96

From the "CG Society"
http://features.cgsociety.org/story_custom.php?story_id=5907

Wednesday, October 6, 2010

Day 15: Creating a river flow with terrain.

Today was a bit better day... as no rain and temp was arounf 11 C..
Moring, I continue witht the tutorial on creating the river flow with terrain object..




I created a terrain from the grid object, use "sculpt" node to pull the points up and down.
later created a sphere as a source to create fluid emitter and place the sphere above the terrain.



I use "DOP" network to  merge the tow objects.then add fluid object and fluid solver with gravity.
merge all the nodes..rewind and play the animation..
It was a good learning experience as i try out different node combination of creating the same effects.

Tuesday, October 5, 2010

Day 14: Creating Fluid effects.

Today was a gray day.. raining the whole day and temp was around 10C

Morning I started with the "Houdini Fluid effects for TDS" tutorial from CMIVFX.


This tutorial is intensive on how to create a simple fluid effects from a object.
Tutorial shows how to create a fluid object and later convert the object using "Fluid solver to volumes"
This volume is used by DOP network and gravity nodes to animate.

 

I learned some new techniques like how to use static object and link it to this animation so we able to get a constant flow of fluid..
.

Monday, October 4, 2010

Day13: Rendering using material and shading network.

Today the temparature drop below 10C.. weather was bit chill...

Morning I started working on the last part Material and shading network.
I used Material tab to create and surfaces using Houdini's "mantra surface" also created a material "clay"
Change the color and applied material and surface to the objects.

Afternoon add 2 spotlights and adjust the lighthing accoring to Two points lights in the scene.
I manipulate the angels of the scene.
Lastly I created the mantra node, to render the scene..using Mplay imge viewer.

Evening I feedback to Rob, He commented he need to try out another way to this tutorial as the command the "CREATIONTIME" is not working as it suppose to be..

Friday, October 1, 2010

Day12: Working with RBD objects of the Pillar, Use of DOP network

Morning I continue with the previous day tutorial, Today I continue the tutorial "smash the column with dynamics"
This tutorial explain what is Dynamic Network, Render the shot, render the flipbook.
In Houdini "AutoDOPNetwork" is beatuiful part, it's a dynamic network get build. This is where objects, forces and constrains are setup and network defines how they interact.


When create a flipbook or rendereran image or an image sequence, Houdini use it's image viewver called MPlay. Thos viewer let you view different channels, compare shots and tinker with brightness and contrast as you playback your sequence.
The viewer also incorporate sound and open and save images out in different image formats such as OpenEXR, TIFF,JPG or quicktime.


Untill evening, I completed all the above process. Tha last part of the process was to add material, light's and camera. I will continue it on Monday.