Francesco Giugliano

Fr4ntic

About Me

FX Supervisor / VFX Supervisor / Senior Houdini user
EXPERTISE
CG Supervisor
INDUSTRY
Advertising / Motion Graphics  | Education  | Film/TV

Connect

LOCATION
Rome, Italy
WEBSITE

Houdini Skills

Availability

I am available for Full Time Work

Recent Forum Posts

APEX spider rig June 14, 2024, 6:51 a.m.

I knew I was missing something, just didn't know it was something so obvious
I feel a bit dumb now, but that makes me want to learn more so I guess is a good thing.

Thank you mister Edward for your help!

APEX spider rig June 12, 2024, 8:37 a.m.

Good day everyone,

I have been checking on Max Rose's tutorials and other incredibly useful material online regarding APEX.
I am currently trying to rig, skin and animate a simple walk cylcle of a proxy spider to be able to then use it in a very simple crowd system.
Nothing complex so far, but I am getting stuck on the Bone Deform phase using the Autorig Component.
I believe I am not doing something correctly, but the skeleton is there, the mesh is there, the guide skeleton is there...

When I hit ENTER on the bonedeform autorig component, I can't see the mesh even though I promote everything. And of course, it doesn't deform the geo.

If someone could give me a hand with the scene uploaded it would be really appreciated.
I included everything in the zip file, and using H 20.0.688 for this.

Thanks y'all!

Deform POP sim inside a dopnet and then blend a smoke advect May 14, 2020, 9:55 a.m.

Hi everyone!



I have been working on this all day but I can't quite find the solution!

I am doing something easy in my mind but quite tricky when animation comes into place:

1- Create a velocity field with a curl noise around a geometry
2- Generate a smoke sim from the same geometry
3- Make a popsim where I blend the advection between the two different Vel fields (curl first, then smoke after a @age threshold is reached).

So far all good.
I have been testing this on a static guy and it works.
The problem is that I can't find a clean solution to make it work when the character walks in space. As soon as I do that (obviously) the curl noise starts swimming into world space and the particles start losing the advection.

I thought about using a point deform for the curl noise points inside a sop solver in the pop net but it didn't work.

Does anybody have any weird and amazing solution to this?

Please check the file!

THANKS!