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Stephen Moroz - 2nd Year - VFX

- - - - - VFX 2nd Year Second

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#1
Stephen Moroz

Stephen Moroz

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Hey all!
 
So for my houdini brief, I'm making a procedural multi-storey car park. This involved some brick walls, so I decided to make a digital asset for quickly creating brick walls of an exact length and height.
 
Here's a quick demo of the asset:
 

 
password = vfx
 
As the height and width changes, the bricks squash and stretch slightly, but they will always try to remain as close as possible to the dimensions of a real brick.
 
And here is a demo of my procedural car park so far:
 

 
password = vfx
 
At the moment I am instancing boxes to represent the maximum dimensions of a car, but I will eventually make some very basic low-poly car models to be instanced onto these points.

 

Let me know if you have any suggestions or critiques!


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#2
Stephen Moroz

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So this evening I decided to create a new tool in houdini that allows you to randomly delete any object by a percentage, and along any given axis.


 
password: vfx
 
I tried to do as much as possible with VEX code. Essentially it works by using a sort node to order the point/primitive numbers, and then fitting these numbers between 0 and 1. It then adds another random number between 0 and 1 to it, and divides by two. A delete node then deletes any points/prims with a number above the percentage slider's value.
 
Not sure exactly what the use for this is, but it was fun to create, and a good challenge with using vex!
 
 


Edited by Stephen Moroz, 25 October 2017 - 10:23 PM.

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#3
Stephen Moroz

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Hey, these are my 3 edited photographs for the VFX photography brief. I can't spend much more time on them now, but if you can see any problems then let me know!

ZZeLIll.jpg

RHmJlvf.jpg

flA8qLd.jpg
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#4
Stephen Moroz

Stephen Moroz

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I've been meaning to try painting glue strengths in houdini for a while, but I only found time this evening so I thought I'd post the results!

 

password: vfx


Edited by Stephen Moroz, 06 November 2017 - 11:54 PM.

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#5
Stephen Moroz

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Using someone elses HIP file, I managed to work out how to dynamically fracture objects in houdini. I then took his method and improved it, making my own demo:

 

 

password: vfx

 

This is done using an impact analysis DOP to create points on the impacts, and then using these points on a voronoi fracture.

 

Next step will be to try to simulate it falling apart when it's hit, with glue constraints between pieces. Although for this to work, I'll have to find a way of dynamically layering the voronoi fractures so that the pieces don't change after they are fractured. (ie. it should be fractured again and again with each impact point, rather than just updating the same fracture).

 

If anyone knows how I could go about doing this, then that'd be really helpful!


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#6
Stephen Moroz

Stephen Moroz

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Here's the first demo of my maya script!
 
My aim was to create a multi-playblast tool that creates and aligns cameras, and playblasts them all out at once. This should hopefully be useful to animators who are wanting to quickly preview their animations from all angles. I created a demo video to show how it all works:

 
 
password: vfx

 

If anyone has any ideas to improve this, or wants to try it out, give me a shout!


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