Houdini Session Week 3

Working with attributes and simulation
Manipulate attributes on points, primitives, vertices, packed geo.
Introducing Vop and Vex.
Introduction to dynamics (Dop) with particles simulations.
Adding forces to the simulation.
Examples: simple magical effect / disapearing object
Previewing simulations.
Introduction to Rigid bodies using the wood cabin.
Simple Rigid bodies constraints.

Automatic update]: When we change the value of a Houdini node, it will automatically (and very quickly) update the effect on the screen.

[On mouse]: when we change the value of a Houdini node, it is only updated when we click on the window with the mouse.

[Manual]: manual update. This can be interpreted as an independent update of the window effect when we change the value of the node. (This mode is very convenient and I have been using this mode in my last assignment.

[empty] node: this node has no effect. However, it is easier to create an [empty] node in the panel to observe the process. (Probably because the shape of this node is so unusual. Most other nodes are rectangular, whereas the [empty] node is an X-like shape)

When we hold down [J] and [left mouse button], the dragged curves will form connections on the nodes. (In the Houdini interface, it is like stitching nodes together with a needle and thread). When you need to delete a connection, press and hold [Y] and [Left mouse button]. (In the Houdini interface you seem to be cutting the nodes with scissors). After selecting a node, I always use [Delete].

Selecting multiple nodes is very similar to other software. [Shift] plus [Left mouse button] adds more than one selected node, if you want to deselect a node use [Ctrl] plus [Left mouse button].

When the node shows [Warning] we can select [Open display options] (shortcut is [D]). In the [Network view display options] you can see the reasons for the different warnings.

  • In the animation module.

[arrow key +] is playing

[arrow key +] is play in the opposite direction of the timeline

[arrow key ←] is the previous keyframe of the animation

[Arrow key →] is the next keyframe of the animation

[Ctrl]+[arrow key←] is to reach the first keyframe of the animation

[Ctrl]+[arrow key→] is the last keyframe of the animation

In the [i] property bar of the node we can observe the values of [Point], [Original], [Vertices] and [Polygon].

  • Starting this week’s exercise [Particles]

The first thing to do is to create a [geometry] node, using [testgeometry_crag] as the base model node.

  • Custom nodes in the [pop-up net] node.

“pop object” is like a container full of particles that goes through a blaster. “blaster” is like a toolbox to think about it. A toolbox, you will have. Everything you need to calculate what happens in a dynamic, so it all has physical operations. It has all the physical logic that we need. “pop source” can solve any physical problem that we have.

Add the [Podlage] node as a change in air resistance. (Make some more defined shapes if you wish.

Back in the [Geography] panel, I added [Point Velocity] and [Delete]. [Point Velocity] changes the speed of the particles and [Delete] is used to remove particles that affect the screen. I have also adjusted the value of the nodes in the [Popup Mesh].

Final Rendering

Lighting in Visual Effect week2

In the first session, the main objective was to introduce us to the types of lighting and the workflow and specific details that need to be completed in this area.
The lighting charge is mainly responsible for compositing the elements of the workflow, designing the lighting and creating a very comfortable picture effect. It is also responsible for dealing with noise and adjusting the lighting settings of the scenes of the characters so that the film and television production is altered.

An introduction to the lighting method of three-point lighting, usually used for lighting small areas of a scene. If the scene is large, you can split it into several smaller areas for lighting. Generally, there are three lights, the main light, the auxiliary light and the background light. The subject light source is literal, it is the main light in the shot, the auxiliary light is to supplement the shadow areas that cannot be illuminated by the main light source so that the scene light does not appear as a strong shadow and the background light is used to distinguish the background from the subject.

Contrast and Light intensity Depending on the intensity and contrast of the lighting, it can be divided into high key lighting and low key lighting. The difference between the two is the difference between primary and secondary light and contrast. There are two types of lighting modifiers, reflectors and signs, which are two ways of enhancing and reducing contrast.

Colour temperature: Depending on the colour temperature of the whole light, this can be used to distinguish a variety of information, such as the different times of the day, as well as differences between indoors and outdoors, or to express the depth of a scene to convey a feeling.

The intensity of light is also divided into strong light and soft light, which is also a literal meaning. Strong light is a very strong transition between the subject and the background, soft light is a soft overload.

Creative lighting: for example, using object patterns and colours to create light projections to add complexity to a scene.

Houdini Session Week 1

This week we start learning about Houdini, a powerful software in the field of VFX for 3D animation, which not only can create special effects, but also models and animations using nodes, and below I will start learning how to use nodes to create animations and make FX.

SOP: old term for geo –Surface OPerators
OBJ: object
DOP: Dynamics OPerators
ROP: Rendering OPerators
VOP: Vex OPerators > Vex: Houdini scripting language, similar to Mel.
$HIP > file output
$OS > object name

In contrast to MAYA, Houdini’s project folder does not have [scenes]. The scene data in Houdini is usually very small. In most cases, the main files are saved in the [desktop folder].

[ch] is used for animations. [img] is used for pictures. Normally, we deal with objects on the [object] screen. However, you can also [double-click] on an object node and then go to the [geometry] screen to manipulate the object.

The rock making process:Create the [Alembic] node and double-click it to enter the properties panel for the [Alembic] node. In [File name], select the file to be imported. (It is best to import the file in the Alembic format abc.

To create a rock, first create [Sphere] and then select [Polygon] in [Primitive Type]. Increase the [Frequency] value in [Sphere]. This way, we will have more detail in [Noise]. Change the position attribute [attribute name] of the noise to [P]. Change the values of [Noise Type] and [Element Size] in [Trebnois]. More details can also be added to [Fractal] and [Distortion].

The process of making a log cabin:Create two [geometry], create [box] and [testgeometry_tommy1] separately. Adjust the value on the [box] property so that the model will remain on the horizon when [size] is increased on the y-axis. Select the [Point] mode. Select the point in [sphere] and create a [transformation] node.
We need to add the details of the house to be copied to the node, when I dragged to the sides of the node my node only moved and was not copied. Create a [boolean] node. The [boolean] node is used to handle the interpolation model so that the interpolation model does not overlap with the model error.