Basic window frame collapse
6581 7 2- JuanDos
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http://vimeo.com/48808750 [vimeo.com]
This is a first houdini test from me, I realise some of the objects intersect with each other (increase substeps right?) but its the only thing I've done so far that looks half way decent. All the dynamics were done in houdini but geometry was imported.
Any pointers, comments or crits appreciated.
Regards
Juan
This is a first houdini test from me, I realise some of the objects intersect with each other (increase substeps right?) but its the only thing I've done so far that looks half way decent. All the dynamics were done in houdini but geometry was imported.
Any pointers, comments or crits appreciated.
Regards
Juan
- JuanDos
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Ok here's an update, decided to remove some of the intersecting bricks rather than resim. Applied a basic clay shader to all geometry.
http://vimeo.com/49449555 [vimeo.com]
and here's a pic
Juan
http://vimeo.com/49449555 [vimeo.com]
and here's a pic
Juan
- rafaels
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It's got lots of potential!
The dust looks too noisy to me, could it be the volume's resolution? It's also carrying the motion for quite a while, I think it should slow down exponentially as it moves away from the wall and then just fall down.
It would be great if the bricks fractured as they explode and maybe once more as the faster ones hit the ground. We also don't see the bricks moving dust away, maybe you could add the moving bricks to the smoke sim as static objects so they influence the velocity fields to better advect the smoke.
Lastly, the bricks above the window frame could emit some dust as they break apart and fall, sand-like dust.
My 2 cents. Keep it up!
Cheers
The dust looks too noisy to me, could it be the volume's resolution? It's also carrying the motion for quite a while, I think it should slow down exponentially as it moves away from the wall and then just fall down.
It would be great if the bricks fractured as they explode and maybe once more as the faster ones hit the ground. We also don't see the bricks moving dust away, maybe you could add the moving bricks to the smoke sim as static objects so they influence the velocity fields to better advect the smoke.
Lastly, the bricks above the window frame could emit some dust as they break apart and fall, sand-like dust.
My 2 cents. Keep it up!
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- ragupasta
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If your getting geometry intersections the first place to look is the collision guide geometry. Usually this is the source of inter-penetrations inside dops.
I would try this before upping the sub-steps to keep the sim nice and speedy.
Here the 2 images:
Low has 10 uniform samples
High has 30 uniform samples.
A much better representation on the higher.
I would try this before upping the sub-steps to keep the sim nice and speedy.
Here the 2 images:
Low has 10 uniform samples
High has 30 uniform samples.
A much better representation on the higher.
- rafaels
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He's using bullet though… Doesn't it ignore collision volumes?!
Cheers
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- ragupasta
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- 349 posts
- Joined: Aug. 2006
- Offline
- JuanDos
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- 35 posts
- Joined: April 2012
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- JuanDos
- Member
- 35 posts
- Joined: April 2012
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Here's an update
http://vimeo.com/55119218 [vimeo.com]
There's still a lot wrong with this sim, scale is off, bad lighting, timing is off, I'm getting strange artefacts on the geometry etc…
And the video editing software I used to convert .jpgs into a video sequence stole some of the dust plume.(see attached image)
Anyway I think I will leave this as is and start another destruction project altogether which will focus on the above issues and more.
Best regards
Juan
http://vimeo.com/55119218 [vimeo.com]
There's still a lot wrong with this sim, scale is off, bad lighting, timing is off, I'm getting strange artefacts on the geometry etc…
And the video editing software I used to convert .jpgs into a video sequence stole some of the dust plume.(see attached image)
Anyway I think I will leave this as is and start another destruction project altogether which will focus on the above issues and more.
Best regards
Juan
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