Shattered Ground Houdini Examples


Shattered Ground Examples

In this Post i will show u some ways to recreate a ground breaking FX like the one in organika/me MTV ad.

I want to share with alll the community some of the main files for this project AS /IS.

i made it pretty fast so there is a lot of dissorder. You can download it from here >

http://vfxwarrior.com/hassanvfx/blog/media/mtvcierre5.hip.zip


First Let me show you a simple approach.

And if you want! you can see some basic examples of this technique inside this hips >

http://vfxwarrior.com/hassanvfx/blog/media/universalbreak.zip

Will be using particles instancing geometries cause this is a way times faster than doing it with RBDs . Anyway if some people is interested in running this on RBDs i can make a tutorial for that.

So first, we start it a ground plane with 10 x 10 division, a polygon.

For the first tutorial yhis planes will work in 2 branches.

One branch will be the deforming and normals target surface
The second Will be the particles system.

Finally this branches will be used to instancing the ground overall geometry.

So, you need to connect a NULL to your PLANE and named it sourcepoints. This is important cause we will create a procedurally system that will work in function of the number of points in the control surface.

If you want to share something or need more info please contact me.

Shattered Ground With Houdini.



Shattered Ground With Houdini.

In the past months i get asked from my friends of organika to recreate a VFX seen in this adidas advertising. The goal was to reproduce 3 characteristics from the floor dynamics.



1. Rigid Dynamics of Sliding Particles.
2. Control over the shapes of the Deforming waves.
3. Make some blocks to stick to the Deforming surface.

We have just 2 weeks for the death line so we simplify the effect using simple cube like stalactites cause this was irrelevant for the history.

First i try to get this on an entire RBD network but the sim was to slow cause there was a lot of contact between the geometries. Quickly i start making some test with POPs , and i start getting pretty cool results.

In a couple of days i will add a detailed tutorial about the process.



visit www.organika.tv for a high res version with audio.





Mcore. Multicore Rendering software.
this will not work with quicktime fileouts.

If you have a quad core or dual quad core computer mcore Works like a local renderfarm manager.

Each time you submit a job mcore divides the time range in 4 and assign the selected number of proccessor to each terminal. Then when you press start mcore submit this Jobs to 4 background terminals allowing to still working with maxium render performance.

Another usefull tricks if you are working with huge images:

the memory.h trick inside include/startup

diskCache.cacheMemory = 2048;
diskCache.cacheMemoryLimit = 4096;
diskCache.cacheSize = 8192000;
diskCache.cacheMaxFile = 10000;
diskCache.cacheMaxFileSize=204800000;
sys.closeIdleFiles = 0;
script.uncFileNames = 0; Link

This sys.closeIdleFiles = 0 is recommended if you are working alone with this file.

and the procces.h inside include/startup/ui/

sys.maxThread = 2;

This will result in a much better performance on the GUI

DOWNLOAD

I will add nuke support soon. Included with the binaries is a little quick guide.

please download the intel release here

http://www.vfxtalk.com/forum/attachment.php?attachmentid=5925&d=1208289916

and a non tested universal binary here

http://www.vfxtalk.com/forum/attachment.php?attachmentid=5926&d=1208289916