I was speaking about our last work at la maison in my previous post and here is already a link on youtube !
A lot of 3d fluid simulations in a rather short amount of time (in a fluid dynamic time scale), but I’m really pleased by the work of the la maison crew
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Very nice! How did you manage to get the textures to stick to the fluids? I’ve tried doing that in Houdini but couldn’t find a particularly good way of getting a stable result. Is there a trick to it?
Andy
Hello Andy and thanks for the kind comment
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For the texture problem, you can use an init_position attribute (the points position before the fluid simulation) just to get correct uvs on the advected points.
We found some very accurate methods during the production to get those uvs but sorry, I can’t tell you more :-/.
Heh, sure that’s okay, I understand. Thanks for your reply.
Yep, I’ve been playing around on something similar and found it tricky to prevent temporal artifacts in the final mesh. Tried all sorts of things to make it more stable, but couldn’t quite nail it. I guess I’ll have to persevere!
Avidly watching my RSS feed to see your next awesome piece of work/technical gizmo.
A
Hi, nice job.. from the results I would guess you used particle color re-projection to a dense mesh, may be filtered the particle movement to remove diverging and jitter? may be some sort of smoothing on the mesh prior to the reprojection? We did something on these lines for this job.
http://www.the-mill.com/index.php?A=217
Hi Andy And Jordi
, and thanks for the kind comments.
Well, it was something like a “filtered particle movement” but not exactly
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But the most difficult part was not to get the particle color. We didn’t get colors in fact.
We needed to blend different materials (from XSI) in the fluid simulation.
For example we needed to blend a material with a green texture and glossy reflexions with a
black material with specular reflexions. So it was not only a color mix, but a “shader mix” problem. The shaders were applied on meshes in XSI as usual (several materials)
and then some shaders data were exported to Houdini for the fluid journey and then re-exported to XSI for the rendering of the polygonised fluid with one custom shader.
I worked a lot on this pipeline before doing some simulation shots…hum, hum, I think I’m going to stop myself before I say too much :p.
By the way, I’m honored by your visit on my little blog !
Would be nice if you could tell us more. Have a chat with your employers….
Very nicely done though!
I assumed you did the fluid in Houdini?
How did you deal with flickering mesh?
Thanks
Yes all fluids done in Houdini. There was no flickering for opaque surfaces. For refractive surfaces a SOP massage was needed indeed.
Hi ,Great work !
house hitting systems commercial ,but our clients refused it .
I had a similar idea
just one question,how long time did it take to make this commercial ?
thanks
Hi Lilit, and thanks
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It takes a little bit less than two months for the 50 seconds one (the youtube one).
Just saw this for the first time last night. Very good looking ad. It looks like you are using a late 70′s Kawasaki 1000 in this ad. What made you choose this bike? I am an officer in the Vintage Japanese Motorcycle Club, hence my interest in the Kawasaki. Thanks…………..
I have no clue ! You should ask to the director of this commercial
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