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26/03/2017 Hivemind | qLib reviewing Part 2

March 26th, 2017|

Today I was reviewing the second part of the qLib nodes and also did a writeup of all the nodes I found valueable for myself. I only reviewed nodes of the OBJ and SOP level.

The ones I will be using very regularly are colored orange. The rest of the sorting is in no particular (although most of it is alphabetical) order.

The header image is using the hexagrid, superellipse and pathdeform ql nodes.

OBJ

  • envlight_ql: An enhanced version of the original Environment Light. (Gamma correction!!)
  • aim_ql: Like the aim VOP, but in OBJ
  • camera_frustrum_ql: Object-level wrapper for Camera Frustrum qL SOP.
  • camera_plane_ql: Object-level wrapper for Camera Plane qL SOP.
  • camera_rig_ql: Camera rig for cinematic camera motion creation.
  • distance_ql: Measures the distance between two objects.
  • onion_skin_ql: Convenience animation tool to evaluate poses and trajectories of objects.
  • super_light_ql: A superellipse-shaped area light source.

SOP

  • attr_visualize_ql: Attribute Visualisation SOP with great features.
  • attrib_builder_ql: Creation/manipulation of geometry attributes using a series of basic operations. Similar to the new point sop.
  • fluidsource_ql: An optimized variant of the original Fluid Source SOP. Regular Fluid Source SOPs can be replaced with the “Change Type” menu item to this node type, and it will produce (almost) the same results. (Make sure to enable “Keep Parameters” when switching the node type.)
  • camera_frustrum_ql: Creates a camera frustrum (solid/wire)
  • noise_ql: Easy noise attribute creation
  • spiral_ql: Spiral
  • volume_visualize_ql: Volume visualize based on rasterisation
  • switch_off_ql: The classic switch with a nullnode at the 2nd input
  • attrib_grow_ql: Grows attribute to neighbours
  • bend_ql: Bend SOP with better/more features
  • bias_deformer_ql: Deforms geometry by applying bias/gain value adjustments along the main axes
  • bounds_ql: Similar to Bounds SOP, with addition of being able to have animation ghosting.
  • camera_plane_ql: Builds a exact geometric representation of a camera view plane at a specified distance.
  • camera_project_ql: Projects geometry to camera clipping plane
  • clip_by_bounds_ql: Discard geometry outside of a bounding box (or a convex shape). Good for using with camera_frustrum_ql
  • deform_pcloud_ql: Deforms geometry by arbitrary point cloud.
  • distance_ql: Measures and displays the distance between two geometry points.
  • group_grow_ql: grows group to neighbours
  • group_visualize_ql: Visualization of geometry groups (points or primitives).
  • hexagrid_ql: Generates a grid of regular hexagons.
  • matchpointsorder_ql: Tries to match point order of a geometry by using the order from a 2nd (reference) geometry.
  • maze_ql: Builds a maze from polylines on the horizontal plane.
  • motion_trail_ql: Builds a motion path curve of an object (OBJ level)
  • occlusion_ql: Calculates ambient occlusion and stores it in per-point attribute(s).
  • path_deform_ql: Slides and deforms geometry along a curve.
  • polywirecurves_ql: Easy wireframe extraction
  • pre_export_ql: Fixes bevor exporting to other DCCs
  • rest_position_ql: Better rest position node
  • rivet_ql: Like rivet OBJ, but in SOP
  • round_corners_ql: Replaces points (i.e. corners) with circular arcs in polygonal curves.
  • rounded_rectangle_ql: Round rectangle
  • smooth_points_ql: Smooth SOP with other smoothing operations
  • snap_ql: Point snapping by PClookup
  • split_multi_ql: Splits curves into parts
  • star_ql: Star with additional settings like gaps at the tips
  • superellipse_ql: Ellipse with exponent
  • symmetry_ql: Mirrors the shape of a geometry based on topological symmetry
    taper_ql: better taper
  • thickness_ql: Thickness SOP casts a ray in the opposing direction of the normal and stores the distance of the first surface hit.
  • triangle_grid_ql: Triangle grid
  • twist_ql: Better twist
  • uvquickshade_ql: Better quickshade
  • vector_jitter_ql: Applies random adjustments to lengths/angles of per-point vector attributes.
  • volume_retime_ql: Evaluates an already-simulated volumetric at any subframe, using velocity-based advection.
  • xform_to_bbox_ql: Clamps or fits the input geometry into the bounding box of a secondary geometry.

25/03/2017 Roberto gone wrong | qLib reviewing Part 1

March 26th, 2017|

Today I started reviewing qLib and its hundreds of nodes. I was unable to review all of them in one session, so I am going to continue tomorrow. In tomorrow’s blogpost I am also going to write up all nodes that I found useful and for what reason.

24/03/2017 Basketballnet Knitting

March 24th, 2017|

Today I did some Knitting based this setup from Burak Demirci. As input geo I used a regular tube, redid the topology procedurally so the tube had a diamond shape. Then I used 3 different splines to “project” onto each of my primitives, did some fusing and smoothing and there you go. Basketballnet!

Showcase of setup:

Hipfile: https://www.dropbox.com/s/js82ci19034aizx/basketballNet_v03.hipnc?dl=0

23/03/2017 Particle Motionblur Toolset

March 23rd, 2017|

Today I wanted to adjust my particle motionblur tool, so it works exactly like Mantra does. I also did a short Preview of what the tool does and what you can use it for. I will do some performance enhancements before releasing it, but if you want to use it already, just shoot me an email or leave a comment on this post.

After doing the showcase on stream I created some trailing fractal thingy and comped it a little bit in Nuke.

22/03/2017 Fluid Mixing: Point Cloud Lookup

March 23rd, 2017|

Yesterday I was out drinking with couple of friends and we tried out a traditional drink of Darmstadt, the “Laternchen”. We were inspired that the height of the inner and outer glass was mostly the same. So traditionally I wanted to try it out in Houdini and see if I could the same effect there. As my hangover was starting to perish it was getting clear of all the challenges I would run into. Multiple solvers, extremely high resolution for accurate collisions etc. So I wanted to tackle each challenge after another.

First off: Fluid Mixing.

I was using a point cloud method to interpolate between the points colors. I did not want the colors to interpolate right at the start since there were only the two streams dropping. If I could do it again, I would do it by particle age instead.

I am not sure why the cup is not filling up anymore after x frames, but I think it has to do with the reseeding. I am going to look into that the next time.

Also John Crief told me that I can find another method of fluid mixing in one of Jeff Wagner’s talks. So I am going to try out that method as well to compare the two.

Also I set up the shading and lighting, but my PC did not want to render tonight so I guess we will have to be satisfied with couple of flipbooks.

20/03/2017 “Renés Rechenzentrum” Part 1

March 21st, 2017|

This is a revisit of an old project of couple and colleagues and me. The main Character is obviously René. I don’t know if this is his most recent Portfolio, but I think it’s only fair that I link him here.

This is pretty much a classic smokesim. I just sourced the smoke from an extruded collision object and let it collide with the “headcaps”.

Slapcomp was done in Nuke.

Vimeo:

19/03/2017 The House of “UP” Part 2 // Ballony Boom

March 19th, 2017|

Today was not a good stream day. Difficult setup into internet breakdown. I continued to make one balloon explode though! I won’t continue the house of “UP” project on stream, since I don’t have enough knowledge to get it going. Maybe after some more RnD.. 😀

Render:

18/03/2017 Bubblebath!

March 18th, 2017|

I did not have much time today so I did not continue yesterday’s topic yet, since I know there will be couple of hard bits with lots of potential RnD. So instead I wanted to tackle spherepacking.

My reference for this was:

With a bit of help from:

My shading and lighting part for this is really rough today, since I did only have a bit over an hour time. I also added some blurring in Nuke.