Week 9 : Houdini lesson 9

This lesson was based around continuing the hair simulation, rendering and to create the effect of walking the a terrain of grains like sand or something. I wasn’t able to do one myself but I did watch and take notes and screenshots of the lesson. So I do understand the concepts that Medhi did. This could use revisiting later on but I do think I am more interested in the hair simulation part.

Hair simulation continuating…

  • could add in wind
  • external collisions, add floor
  • guide simulation
  • object merge – follows the guides
  • pin point groups
  • group expressions – find the right expression to fit what you want to select e.g. first point on each hair
  • pin constraints to run over every primitive in the vellum
  • object merge in new geo

This was making a group expression so that the hair simulation will interact with the different hairs to make them more realistic.

To render:

  • lights
  • render with arnold
  • vellum process
  • null node : _OUTrender
  • material builder: hair, ground, rubber toy
  • Change focal length so its more portrait

Walking through a terrain of grains:

  • vellum constraint grain
  • test geo
  • transform
  • attribute noise
  • cluster points
  • attribute noise
  • cluster points
  • attribute wrangle
  • vellum glue
  • vellum solver
  • point deform

Using the copy to points, a scatter and sphere meant there was a bed of grain like terrain. This was then inserted into a vellum constraints which meant that it would move only when the test geometry would walk through. It was conditioned to move a certain way by the attribute wrangle, noice, cluster and the vellum solver.

  • attribute delete
  • null
  • point replicate
  • attribute wrangle

DOP net work:

  • pop object
  • pop solver
  • gravity
  • grand plain
  • static object
  • pop grains
  • output

Geo for grains:

  • box
  • grain source
  • sprite
  • attribute noise
  • colour
  • null – grain source
  • dop net
  • dop import
  • vdb from particles
  • convert vdb

The grain simulation was made in a separate geo and then using a null for the source was it connected to the test geometry. I still found the dop net and dop import a little confusing but the rough explanation is that it connect the different elements together so that the simulation can find the geo but being linked like how in indesign there needs to be a trail to the images so that they can find what needs to be in the document.

As I didn’t actually try this I think that the workflow of using a dop network is definitely something I should learn so that when I have different elements that need to be joined together I will know how to do so.

This entry was posted in Advanced Unit, Houdini. Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *