Tab in a geometry node, Dive in and tab in an alembic node.
Click on the alembic node and select the alembic file that will
eventually be your deforming geometry. Tab in a convert node that will
convert the file into houdini polygons by default. Connect the alembic
node to the convert node.
Friday, October 16, 2015
What a Cloth Sim looks like and how to do it.
This is our workaround for the problem of exporting a maya alembic file into houdini and then tyring to rig a cloth sim to it.
tab in another
geometry node, (this one will be your cloth object). On the cloth
object, you may need to drop in a sort node to reorganize the points "by
Y". You do this by diving into the cloth object, turning on your point
numbers (on the toolbar right by the perspective view) and if they are
not obviously organized, tab in a sort node. Click the view button on
the sort node and then under the point tab, select "by Y" on the drop
down menu and then click the "reverse" checkbox if you want it to go
from top to bottom.
Open up your cloth tab, then select your cloth object, select your deforming collider, then attack to body.
Thursday, October 15, 2015
The Return of the Carrot
Oh how much time I put into this and how bad it still looks. Oh well. The point of the project was to learn how to draw things procedural-ly. That means that I don't paint any of the colors on, instead we use a node network to create the colors using built in math. What's a node network you ask?!
See that ugliness that looks like an evil graph? That's a node network. Each little square mathematically determines parts of the render. Some of them make random noises (like the bruising on the carrot), some of them make random vertical lines (like the yellowish streaks), and some of them make the texture (like the cracks in the carrot). Its hard making a carrot without being able to paint anything or use any of my usual approaches. The result was ok, I guess, but not as good (or as bad) as some of the other fruit in the class. Here was the process.
Basically the process went: Colors, Texture, Lighting, Redesign the model, Final Changes, Video. Enjoy
See that ugliness that looks like an evil graph? That's a node network. Each little square mathematically determines parts of the render. Some of them make random noises (like the bruising on the carrot), some of them make random vertical lines (like the yellowish streaks), and some of them make the texture (like the cracks in the carrot). Its hard making a carrot without being able to paint anything or use any of my usual approaches. The result was ok, I guess, but not as good (or as bad) as some of the other fruit in the class. Here was the process.
Basically the process went: Colors, Texture, Lighting, Redesign the model, Final Changes, Video. Enjoy
Monday, September 7, 2015
Photoshop Carrot
I've gotten a surface pro 3 and a trial version of photoshop. My assignment was to make a photo realistic carrot (eventually). Of course I don't know much about photoshop so this is my first ever photoshop project. I'm sure there's some really cool tricks that I could use if I knew more but hey I'm pretty satisfied with the end result. Hopefully this is good enough! I used a bunch of layers stacked on each other. I kinda skipped a few of the layers but here is the progression in general.
So hopefully that is adequate. It's not perfect but it is certainly a start! I hope that the critique tomorrow is soft on me but also helpful! I also have a little clip of some animation I've been working on. I'll post it later.
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