Some CVEX test. Nothing new - you can see it all here: http://people.clemson.edu/~jtessen/papers_files/RIV.pdf
Part A: a CVEX displacement for a volume bunny. The idea is simple - just push voxels based on a sdf gradient. Also made some smoothing parameter to clean noise from in the valleys, as it was described in the paper. Then added some simple advection with the animated noise. Could also to try to use some maps for the spatial control, but was lazy xD
PartB: That was a pyro test to understand how microsolvers and custom fields work. Here I got a turbulence mask as a separate field and used it to get rid of mushroom effect. Then I cached out simulation, and used it to advect color in a separate simulation. Thanks Igor Kharitonov for his masterclass a lot!
Part C: Upres techniques test. I didn't have luck with upres solver - shape was good, but density was eaten a lot. So I got something like a thin shell for my initial smoke sim. So I tried gridless advection which gave me almost the same shape but with much finer details. The idea is also simple - you push voxels along the velocity field a bit. Then you sample velocity in a new point and push it again. Usually 8 steps should be enough. Also you can sample velocity, travel to a distance of a timestep backwards so you will appear in a point where you was in the previous frame. Here you can sample the density from the file of the previous frame. In my test I made 2 steps back in time.
Also you can use Semi Lagrangian Mapping. Here you do everything you did in gridless advection in SOPs on a grid with higher resolution.The output will be vector field grid to store wrapped positions. Then during the render you can sample density according to this grid.
Here is some of the research & development work I've performed during past year. All done in Houdini. This work included development of wide range of tools for volume shaping and rendering, smoke simulations, liquid simulations and rigid body dynamics.
I also added several shots from my previous reel.
Shot_01 - R&D - Tools for shaping and rendering clouds
During this R&D work I’ve developed a number of SOP/CVEX modifiers and shaders for creating clouds in Houdini. Much attention was paid to creating proper lighting at the expense of affordable render time.
Shot_02 - R&D - Large scale fire
Here I’ve faced the task of creating large scale fire simulation. Finally I’ve developed CVEX shader which advects fire-looking noise structure with the velocity field. Thus spatial details of initial low resolution simulation are dramatically icreased on render time.
Shot_03 - R&D - Tools development for creating complicated destructions
This work was dedicated to studying procedural methods of destruction. As a result personal project was done, where I intergated all the possibilites, including procedural modeling, fast fracturing, constraint setup, edge displacement (ground debris), volume stamping (trails), cluster based smoke simulaion (ground crack dust) in single complicated scenario. More than 25 smoke sims were developed for this shot, so I used delayed load procedural during render, to eliminate memory allocation problem.
Shot_04 - Personal Project - Tornado
I’ve created this project to practice my fluid simulation skills. The idea was to create enough small details in order to get proper sense of scale. This was obtained by using upres technique. Upresed sim was then empowered by rest based multiplicative noise.
Shot_05 - R&D - Smoke retime solver
In this R&D I attempted to retime smoke simulation. I used simple morphing algorithm, that allowed to obtain smoothed behavior within some specific conditions. Solver is created as CVEX procedural, so there is no need for resimulation and additional caching.
Shot_06 - R&D - Dust explosions
Here I’ve developed setup for creating fast explosions. Instead of cumbustion model (which is quite slow), custom divergence injection is used to obtain expanding behavior. Shaping performed using vorticles, sourced from speed dependent mask field. I also developed Fluid Paint Tool, which allows to paint smoke sim in specific frame and then advect color field forward and backward.
Shot_07 - R&D - Large scale explosion
Here I’ve developed setup for creating large scale explosion. This setup is cluster based and divides overall simulation into smaller parts, which are easy to tweak and preview. Each cluster is cached separately, thus clould be loaded via delayed load procedural. Simulation process is fully automated.
Shot_08 - R&D - FLIP UV texture advection
During this work I was faced with the task of increasing spacial details of FLIP sim. This was done with a help of texture displacement, projected on certain amount of pairs of advected UVs.
Shot_09 - R&D - VDB exporter to Renderman
Wrapper, aimed to include VDB data from Houdini to rib stream.
Shot_10 - R&D - FLIP upres solver
Here I created upres tool for FLIP. This tool creates boundary conditions and allows to recalculate sim with higher resolution.
Shot_11 - “Kikoriki. Team Invincible” animation feature film
Water surface, object interaction, splashes, waterfall, foam and displacement texture development.
Advanced VEX Editor for Houdini.
- live templates
- syntax highlight
- and more...
Details and download: http://www.paulwinex.ru/vex_editor_1_0_5/