Week 10 : Houdini Lesson 10 (Height Field – last lesson)

The last lesson of Houdini is to learn how to create a plain using the numerous nodes beginning with ‘height’. Then Medhi goes into how to create water within the plain. I didn’t get to attempt to make any terrains but I did watch it through and took notes of how to do each part and screenshots of the workflow to refer back to.

Using a height field we can ad noise to make different surfaces which create different shaped terrains to play with.

  • height field node: plain but its volume
  • not voxels but they are 2D volume
  • height field noise

Using attribute noise to a grid does near enough the same thing however I think that that different height nodes to use means there is more control and more options in your terrain.

  • add volumes to height
  • similar to grid and add noise
  • could also use mountain node
  • height field mask blur – colour visualiser
  • volume wrangle
  • height field distort
  • height field terrace
  • noise and distort means and interesting patterns

Adding several layers at a time means that you create a more detail terrain which is not the same in each area making it look more realistic.

  • add these several times to create layers

Add water:

  • grid
  • noise attribute
  • colour
  • null – _OUT_water
  • height field layer
  • height field terrace
  • height field erode
  • convert height field node
  • sub network input
  • null – in model
  • height field progress
  • null

Height field erode means that there can be layers on top of each peak which might be snow then rock then grass. This adds more detail and layer in a different way.

  • height field
  • height field drawn mesh
  • height field noise

My Houdini Evaluation:

This was the last lesson of the Houdini lessons for the term. It has definitely been what I have spent more my time learning as i found it fascinating and very rewarding once I have figured out how to finish a task.

I have much preferred the work I am doing in Houdini than any other of the pathways so I feel like for term 3 I will be specialising in Houdini FX for both my self initated projects and the collaborative.

I don’t feel like animation is really my strong suit as I don’t feel I have massively improved and find splining so ridiculously difficult. I think my second choice would be match move. However, Houdini is very mathematic and procedural which is quite a hard thing to be. I think that its harder to be good at Houdini as it is so difficult so I think I would like to use my mathematic/physics side combined with my creative side to create some really cool FX art.

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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.

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Week 8 : Problems With Model

This week I was definitely struggling with this project. I felt like I hit a wall and got kind of lost through a mind field in a spider web. I felt like I wasn’t very good at this project and I was starting to compare myself to Diana who was doing the smoke and fire simulation. It was hard because the model had so many more parts to it where as the smoke was secondary effect. This made me feel really inadequate. I did have second thought if whether I wanted to continue in Houdini but I think that this struggle was something I needed to over come and learn that you are always going to come to points where you don’t know how to continue. That is the same in graphic design and will be the same in FX. I think it wasn’t that I couldn’t understand it it was just i needed an explanation in a different way.

I did feel like I was letting the team down which made me really guilty, I was worried that Medhi and Diana thought I wasn’t trying but I was it just took me longer to figure out.

I was changing and testing the different settings for the glass to make it more realistic but seems it was breaking the glass model. I think I needed to go about it in a different way as it just looks really bad.

This is what it looked like when I pushed the settings too far so clearly I wasn’t doing the right techniques.

Above is a screen shot of someone else’s break down of their car model when they were smashing it in Houdini. As you can see they made a lot of tiny segments which I needed to do to create a similar car glass style.

I added in more detail to the glass so that when I played the simulation dropping to the floor it would break off in a lot of little pieces. This seemed to reflect a more realistic constraint system.

Questions for Medhi:

  1. How to connect the glass to the metal? (they break differently)
  2. How to send through to the animated car to check proxy?
  3. Slow but cant use the poly extrude in the compile loop
  4. Bending of metal doesn’t look like metal
  5. Initial force of sphere?
  • edit node is not better to use transform
  • use the vellum solver instead
  • initial velocity to remove
  • timeshift
  • don’t animate in sop
  • animate keys in attribute
  • file cache needs to be saved somewhere to access simulation easily

After this lesson I felt I really needed to focus on how to fix it and make sure I was caught up. I had some good tips from Medhi but I think I needed to go away and rethink my method. I was getting quite nervous as it felt like I was still trying to figure out how to proceed from the first stage and it was well into the 10 weeks of work.

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Week 6 : Personal Project – Plastic Terras Logo

So I have been having a great result with the Ekkah cover, so I decided to also do it for my friends who are rappers in Bristol. I heard their new music drop today and wanted to surprise them with a little extra as they are just starting out. They are called the Plastic Terras.

Their new song

Their cover album were different ones but I decided to try and use this one as it was their new cover. Its a wall of textured concrete which is very difficult to convert into 3D to animate.

New album cover.

This is the cover art I will be focusing on even though it is difficult to separate the logo from the background. First thing was to make sure there was an outline of the logo to import into Houdini as an eps file.

In Adobe Illustrator I made was able to extract the logo once I had taken images off the internet and heightened the contrast in photoshop to make the outline easier for illustrator to pick up on. I was really happy that I already know Adobe very well which meant I could spend more time on Houdini than these issues.

As I did in the Ekkah logo I will be cutting out the middle part of the letters using the same boolean technique Medhi showed me. It felt nice to know how to do this without forgetting. Feels like I really understand this and could do it in many other situations.

Once I had got the logo in I was trying to think of how to incorporate the background. I screen shot the part of cover where there wasn’t the logo to take into illustrator and see if I could make an outline eps some how.

Screenshot of part of the cover which I would try to manipulate.

Using the image trace tool I split the image into three different colours of grey, then using the selection tool of the same colour I was able to separate the layers into three separate images which I exported as eps in import to my Houdini scene.

First layer:

Second layer:

Third Layer:

Now that I have some images to play with in the scene I thought that instead of getting the logo letters to extrude like I did for the Ekkah cover. I wanted to extrude all these little specks to visually contextualise the music.

Here is the logo and all the layers in the scene. Medhi showed me how I can add the chop network into the attribute vop node which directly links the music to the movement of the the model. This is handy as I have more control over how the model will be effects.

Here you can see I have used ‘extrude’ expression in the poly extrude node which links the command to extrude the model dependant on the CHOP network that is now in the attribute vop system.

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Week 7 : Catch Up On Meeting

Due to extenuating circumstances, I had to miss this tutorial because a close family friend passed away. I rewatched the tutorial to catch up what was said with how Diana was getting on. It seemed like she was progressing really well. She was trying to figure out how to make the smoke simulation to drag and follow the car in a natural way with out breaks between the smoke so it was a continuous motion.

I wanted to make sure all the breaks in the car was working accordingly. I used the exploded view to try and see if the model was broken. As you can see below, there are darker shaded on the model which is where I assumed the model wasn’t working. I was trying to find a way to fix this with different nodes like poly fill node that Medhi had used in tutorial 6 where he was fixing the building mode. I wasn’t getting anywhere with it though.

This was the for each loop I was using that I got to work finally, the issue was that I didn’t have the named attribute correctly. It seemed to work when I started using the name as ‘piece’ though.

Here I was trying to get the glass and the model to work together. Later when I spoke to Medhi about this issue of now having the glass and the metal interacting properly. He said that it would work better if I made the simulations separately and then joined them together after so that the simulations were working to how I wanted them to look.

Here I am testing out the constraints between the pieces of the metal frame to try and change the glue constraints so that the metal would bend and not break. I couldn’t really get a result that I wanted so needed to try the vellum solver which would work better than the rbd solver.

  • unpack – convert to polygons
  • polyextrude to close mesh
  • or divide, remove shared edge
  • rbd material fracture need close polygon
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Week 6 : Issues with Model

So with this meeting I was having issues with the model. I was getting a bit upset with myself because Diana seemed to have progressed nicely with the smoke simulations but the car was getting more and more complicated. I was getting very frustrated with myself. I was using the rbd constraints as the simulation tool because I was following what Medhi had done in the smashed building tutorial.

As you can see the constrains were working with the glass. The white lines show the constraints. But my issue was the the whole of the glass was just falling out of metal frame. It wasn’t holding its shape like my references.

When I change the collisions from a moving sphere to just using the ground/gravity. I can see that glass would never respond this way. There needs to be an initial hold before there is a breakdown.

Here is the workflow I set up for the glass. I thought that if there was more points that it would be more realistic. Unfortunately, more scatter points just makes it slower and didn’t resolve my issue.

I then thought that if I fractured the glass differently to look like glass then it would make more sense. However, it didn’t make much sense as car glass doesn’t shatter like normal.

Shattered glass references:

Meeting with Medhi

  • assemble has more options than connectivity node
  • volumes to collide rigid bodies – just use sphere
  • same names throughout – don’t create name
  • come pieces don’t have a thickness – use poly extrude
  • fracture first the poly extrude
  • clean each

I was having more issues again and turns out I was making a new name in my workflow top many times so that the system couldn’t identify the pieces. I was getting very confused but the assemble node seemed to assemble everything back together again. I think I needed to go away and read more about the assemble and connectivity node. This week was definitely the hardest for me as I felt so behind compared to Diana and I wasn’t seeming to understand how to resolve me issues. Felt like I kept making the same mistake and wasn’t good enough to continue. I kind of lost the enjoyment at the stage. Hopefully I get it back.

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Week 4 : Personal Project – Separating Ekkah Logo

As my first cover art I decided to make into 3D was the amazing band called Ekkah. I know the base guatarist through my older brother and have been to see them many times. They realised their new song with their new cover art and I wanted to do something to show my appreciation to them.

Ekkah’s Cover:

I also thought this this was a create first album to work with as its simple and uses primary shapes which will be easy to build in Houdini.

The first port of call was to make this cover art into an outlined shape which I could import to Houdini in a file node as an eps file.

I came into an issue with the letters, that the inside parts of letters like A and D etc. were not deleting so this was once of this issues I wanted to bring up with Medhi.

Monday Meeting:

  • convert to polygons
  • split node
  • convert node
  • boolean with split
  • $CEZ – pivot expression
  • normals
  • divide
  • polyextrude after boolean
  • attribute VOP needs to run on primatives
  • random
  • bind
  • chop
  • attribute – extrude primatives
  • float to integer
  • multiplier – time scale
  • transform with expression
  • make still image – ideas might pop out.

After this meeting watched back over the recorded session and I resovled my issue with getting rid of the middle part of the letter.

Once this was resolved I could start to poly extrude which was then linked to the Ekkah song using the CHOP network of their song called Wend’s Yard.

Here you can see how each letter is extruding at different height which was procedurally done depending on how their channel of music was playing. For example, if the music was at a higher pitch then the letter would be more poly extruded the letter would be.

Using the this system loop using a split, poly extrude, transform then boolean. This uses that shape to punch out the same whole. This was a system Medhi showed me which I then applied to the rest of the logo.

Thursday Meeting:

  • Filter was too strong by pass

I had an issue when linking each letter to the CHOP network. The system was working and each letter extruded depending on the channel the pitch was assigned to but it was moving very slowly. Medhi figured out that this was because the filter in the CHOP system wasn’t actually helping it was making the movement slow and out of beat.

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Week 5 : Separating Model

This was how I separated my model so that I could start working on fixing the model to then distract it. I needed to get the parts like metal, glass etc. This was because these parts need to make sure the model isn’t broken so I can fracture it.

  • Blast – primitives @path=/…
  • unpack – transfer attributes, iteration -1
  • convert – polygons, quadrilaterals
  • assemble – inside group – inside piece, create name attribute, connect inside edges
  • blast @name=pieces
  • polyfil
  • polybridge
  • null

Meeting with Medhi & Diana

In this meeting we spoke about how I was going to bend the metal in the correct way. In order to use the vellum solver technique I would need to have an extrusion on the metal frame.

  • Ask about animation car and cameras -very focused, so need to simulate.
  • bend metal simulation – 45 mins into week 8
  • extrusion – add thickness
  • look at car reference
  • technique – vellum solver.
  • for each
  • make car wheels move
  • unpack
  • point velocity
  • poly soup – convert
  • convert node to polygons
  • assemble node to create packed geometry
  • add node, create packet geometry
  • scatter points, randomness
  • remove relax
  • pointjitter
  • vdb from polygons – dnesity mode
  • attribute noise @cd<0.5
  • do by hand set up
  • task memopry VMWare
  • inside a loop – too many points.
  • Meta import node
  • detail iteration
  • building destruction – go inside nodes
  • Flipbook needs to be JPEGs not MOV
  • FMMPEG-MPEG

After my meeting with Medhi I was able to fracture the glass accordingly in the way he suggesting with the point scatter.

I was getting a bit confused with which method I should be using. The vellum solver was something you used for soft material bit I thought it meany more sense to use the rbd constraints.

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Week 5 : Personal Project – Framestore Lecture

Today we were fortunate enough to have a lecture from Andrew Schlussel who is a recruiter from Framestore to talk through what the different areas we could go into.

Films we would know they did in their studio were:

  • Gravity
  • His Dark Materials (won a BAFTA)
  • Bladerunner
  • Midnight Sky
  • Winnie the Pooh
  • Paddington (highest rated film)

They have offices in places like Montreal, Mumbai and London.

Different departments:

  1. Creature FX: hair simulations, skin, clothing. Using Zbrush. Simulation on top of simulation. Detail on the clothing.
  2. Effects Department: materials, Houdini programme.
  3. Lighting & Composition: rendering , sometimes its cost effective to work out what the light would be before renting the space.
  4. Immersive department: data visualisation. VR mars field trip
  5. Pre-production service: Pre-vis, make creative decisions, topology
  6. Intergrating Advertising: episodes/adverts. Steward Meruda – palaeontologist
  • department based, 50 – 80 people
  • Junior, Mid, Lead, Senior (works independently)
  • Showreel – only show your best work
  • Where do you look to hire? He answered that on Linkedin.
  • What programmes are up and coming to know – unreal engine
  • USD – new file format that can be read and written by all programmes.
  • careers.framestore.com
  • Storytelling is important
  • The visual Story by Bruce Block
  • Learn unreal – free to download, real time render.
  • Aim to be really good in one area.

My thoughts:

To be honest, I was a little shocked by how blunt he was to me. I didn’t think to much of it until when I spoke to someone else on the course and they thought he was a little abrupt with me. I asked numerous questions because no one else seemed to really ask.

One of those questions was: What areas would be good to learn to get a foot in the door in the industy? e.g. animal animation.

His response was that it was a red flag to ask that and you should be specialing in what you are good at and not what gets a job…

I thought this was a little weird as this is basically why we all did a masters to learn the skills that are needed to get the jobs over other people. The job market isn’t amazing at the moment so iof I had to start a job in an area I wasn’t completely passionate about then progress after time to the role I want… that seems like making ends meet. We need a job at the end of the day and I don’t want to be picky.

I did still add him on LinkedIn but I don’t think he liked me very much. Either way I did learn some stuff but I don’t think that is that kind of place I would want to work.

Question for Medhi:

  • How to close shape I?

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Week 4 : Cleaning Up Model

We had planned a meeting with me, Medhi and Diana to talk about cleaning up the model. Due to some extenuating circumstances I was not able to attend the meeting. I did watch the recorded meeting on Teams to catch up with what has been discussed.

This was the model that we were working on but we knew it was going to be a different car but this was what we could use to figure out the process of how we would tack separating.

  • Polyfil node will work to close the polygon shapes.
  • Alembic, transform, blast, unpack, convert, polyfil, divide node.
  • Use man test model to see if the scale is right.
  • Keep paths and UV’s – What does this mean?
  • Options to fill in shape: assemble, polyfil
  • Group names: inside, piece, class, name
  • Isolate the problematic part with selection deleting which makes a blast nide
  • Could it need remeshing to work?
  • Select two edges that aren’t closed and create a polybridge node.
  • Polybridge then select the edges then press enter – need only one division
  • Remove polygons that have no use.
  • Different numbers of polygones meant the shape couldn’t close?
  • Remove extra points
  • Might be faster to remodel in Maya – ask Luke
  • Source + Destination in a polybridge node
  • Blast for window to make them glass.
  • Update the scene otherwise we will have to re do it – messy model.
  • We need to find out what materials we need.
  • Clean only parts that are going to break

Here was my process of breaking down the parts of the car and separating them so that I could treat them as different materials.

Questions for Luke:

  1. Is this the final model?
  2. How to close shapes of model in Maya?

I messaged Luke to ask how to make the model better as when I watched Medhi and Dianas meeting it looked as though the model wasn’t made very well. Luke replied saying the there has been a new brief. The building wont be smashing but the car will. This means we will have to section the car parts and not the building. This is annoying as I know Diana worked hard on figure some of this out but we have a better idea how to separate this now. I will be the one attempting to split the car up on Houdini.

Meeting with Diana 2:

We wanted to catch up since I had been unreachable for a few days because of extenuating circumstances. I informed her about my message from Luke that there was a new brief which was to only crash the car not building so we need to find this new brief and animation.

Elements of the car that will need separating:

  • Glass
  • Tires
  • Metal frame
  • Engine
  • Car seats

Lecture with Luke to update us on the Indie Film Collab:

There is a new brief:

The driver goes too fast and loses control, with the resultant skid turning into a full-blown crash. It’s actually foreshadowed by a line of a song “I think I’m about to crash this car…” and so almost acts as a punchline to that. It’s a lack of observation and turning the wheel too hard whilst going too fast. Any spectacular flips, etc. are very welcome.

  • driver is singing and so is the passenger – it’s a musical.
  • Losses control of car because the driver is going too fast – skids and crashes.
  • “I think i’m about to crash the car”

Luke is expecting to hopefully get the car rig by the end of the week. There has been some hold ups with the film director because of weather issues in filming.

How to clean up a model in Maya?

I was told by Medhi to clean up the scene in Maya would be a lot easier than doing it after. I didn’t know what this meant as such so whats a tutorial video.

  • optimise scene size that is not undoable
  • clean up the outline – get rid of groups
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