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
.
10 responses so far ↓
Andy Nicholas // April 27, 2009 at 12:57 pm |
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
frenchdog // April 27, 2009 at 7:33 pm |
Hello Andy and thanks for the kind comment
.
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 :-/.
Andy Nicholas // May 14, 2009 at 4:20 pm |
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
Jordi // May 15, 2009 at 10:57 am |
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
frenchdog // May 15, 2009 at 7:54 pm |
Hi Andy And Jordi
, and thanks for the kind comments.
Well, it was something like a “filtered particle movement” but not exactly
.
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 !
Stefan Andersson // May 16, 2009 at 7:07 am |
Would be nice if you could tell us more. Have a chat with your employers….
Very nicely done though!
Donny Lee // May 18, 2009 at 2:12 am |
I assumed you did the fluid in Houdini?
How did you deal with flickering mesh?
Thanks
frenchdog // May 18, 2009 at 5:52 am |
Yes all fluids done in Houdini. There was no flickering for opaque surfaces. For refractive surfaces a SOP massage was needed indeed.
Lilit Hayrapetyan // May 18, 2009 at 8:39 am |
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
frenchdog // May 18, 2009 at 12:23 pm |
Hi Lilit, and thanks
.
It takes a little bit less than two months for the 50 seconds one (the youtube one).