Exploding LogoFor today, I continue to finish the exploding logo tutorial. Continuing, I added a point wrangle node at the Logo_Explode and entered these expressions:v@pos = relbbox(@P);
f@releaseweight = (1 - @pos.z)*ch("duration"); //release over "duration" frames
f@sortweight = (@ptnum/(@Npt-1.0))*ch("duration");
f@release_frame = ch("start_frame") + @releaseweight;These expression will help to sort out the fractured pieces and let it fractured over the time frame slowly. This is my network for the "Logo_Explode"
Next, I'll move on to do the particles part. For the particles part, I'm using another dopnetwork. I'll need to create an emitter for the particles t oemit out. So I'll have to reference the logo explode into another geo and use that as a static object. After that, I'll dive into both networks and start to work on it. The networks are "DOPNET_POPEmit" and "Particle_Stream_From_Logo_Explode".
After that, I need to calculate the front face so in the particle stream node, so I'll add in a vopsop and from there, I'll start to create the network. This network can allow me to create a ramp from there so that I can adjust the pattern of the particles easily.
After I've completed the part for the particles, I'll make the particle stream to be a "Source Particle Emitter". So now, after the logo exploded, there will be some particles emitting from the logo out as part of the fractured simulation. I want to add some colors to my particles, so after the particles are created, I'll add in this attribwrangle node and write this expression down.
@Cd = {1,0,0};
@pscale = fit01(smooth(0,.2,@age), 0.001,0.0123);
This can ensure that the scale of the particles are correct too.
These are some of the screenshots for my exploded logo. I'll render out my work-in-progress and the final exploded logo into a movie file and put it in my daily tomorrow.
CloudsI went to Houdini website to find another tutorial and I found one which is the cloud simulation. This is the link for the tutorial:https://www.sidefx.com/index.php?option=com_content&task=view&id=2498&Itemid=261
I'm using the "Cloud Rig" to create the following object. For just creating one cloud, it's more of adjusting it's setting to look like a cloud. Basically, I'll have to create a box as my basic shape for the cloud then scale it to a rectangle if we are creating a single cloud for test out. After that, when we used the Cloud FX > "Cloud Rig", they'll have a "Cloud_from_box_object1" created out for us and we can dive in to adjust the settings.

For the "cloud1" settings, the Volume > Uniform Sampling allow us to increase the cloud cell sizes. Moving on, the density tab would allow us to use a ramp which is the default to adjust the density and making it look random. Then for the scatter shapes tab, there are a lot of settings which we can adjust to make it the look that we want. The last tab flatten, allow us to make our cloud look even realistic when we flatten the bottom. Further adjustment can be made in the "cloudnoise1" tab. We can adjust stuff such as amplitude, octaves. Then lastly, for the cloud light tab, we can change the light color and this would ensure that our cloud would change to the color that we want. I've made it to be slightly grey. There's a light intensity tab which allow us to increase or decrease the brightness. If we decrease the light intensity, it would look like a dark storm cloud. So I tried to render out one cloud.

I've also learned how to make multiple clouds and creating out CG sky. First, I'll have to off the "Cloud_From_Box_Object1" visibility tab and turn on "Box_Object1". Next, I'll change the box_object1 size to "80 0.5 80". Then I'll turn back the "Cloud_From_Box_Object1". I realised that the clouds aren't appearing. So I'll have to go back to Cloud1 > Volume > Uniform Sampling and increase it to 300 or more. So now, my clouds appeared. I'm changing the settings for Scatter Shapes > Shape Size to 0.6 and Scatter Multiplier to 0.15 and Smoothing > 1. I've also continue to adjust the clouds.
This is my final cloud but I think that I can improve even further to make it look more realistic.
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