Another non productive day.
Mr Ron came by and he said he is going to help me with the shader tommorow so i hope i get back my 2 days.
Tuesday, 31 January 2012
Monday, 30 January 2012
day 42
Tried my hand at a crash course in shaders. Tried to self learn this stuff.
I dont understand anything!
Everyones busy!
Not a productive day at all.
I dont understand anything!
Everyones busy!
Not a productive day at all.
Friday, 27 January 2012
day 41
Mr Douglas came and saw my progress. He likes it and he said its time to put in shaders and incorporate them to the shots.
I was happy that he liked my progress but i dont know anything about shaders, so Atiqah helped me by giving me her light explosion shader for a start.
It doesnt look like ice but she thaught me how to tweak certain stuffs to get that ice look.
but after much tweaking i still couldnt not get the look i want.
will continue on Monday.
Have a great weekend!
I was happy that he liked my progress but i dont know anything about shaders, so Atiqah helped me by giving me her light explosion shader for a start.
It doesnt look like ice but she thaught me how to tweak certain stuffs to get that ice look.
but after much tweaking i still couldnt not get the look i want.
will continue on Monday.
Have a great weekend!
Thursday, 26 January 2012
day 40
YAY! managed to get the particles react with different surfaces at the same time!
i just created another surface and attached the context geometry of the grass collision network to the geometry. i made that geometry green to differentiate. it was so simple.
i just created another surface and attached the context geometry of the grass collision network to the geometry. i made that geometry green to differentiate. it was so simple.
Wednesday, 25 January 2012
day 39
for a whole day i was stumped on how to make the particles collide on different surfaces AT THE SAME TIME.
So i created an OTL instead. the surfaces have a switch so you can tell the particles which surface it is going to react with.
So i created an OTL instead. the surfaces have a switch so you can tell the particles which surface it is going to react with.
Tuesday, 24 January 2012
Monday, 23 January 2012
Friday, 20 January 2012
day 36
Shown to Mr douglas my progress for the Hail stones.
He likes it.
Now im trying to figure out how to make the particles react to different types of surfaces like grass.
I have made one for concrete, which will break apart once collided
for grass, from the reference video i watched, it will just bounce.
May be ill try to make an OTL on it.
He likes it.
Now im trying to figure out how to make the particles react to different types of surfaces like grass.
I have made one for concrete, which will break apart once collided
for grass, from the reference video i watched, it will just bounce.
May be ill try to make an OTL on it.
Thursday, 19 January 2012
day 35
Wednesday, 18 January 2012
day 34
Continue.
Will continue tommorow. looks good so far.
| added ANOTHER collision but only reacted it to the split node which i named (boombaby) and i made it slide on collision |
| the attributes of the split node i made it add to inherited geometry so it will spread out after collision |
| Like this. |
| i added a random string to the scale of the split node so the particles that split from the original particle will be smaller. |
| added a drag node to slow down the particles after the collision. |
Tuesday, 17 January 2012
day 33
okay now for setting up the collision of the particles.
Will continue tommorow.
| i added a collision node to the popnet |
| second context geo because the surface that im colliding to is connected to the second port. |
| in the collision node i changed the bounce |
| i attached the split node to only react with the collided particles (which i group them named ' boom') |
| color node |
| changed the color of the particles that collide on the surface. |
| it will look like this. |
| added a force node. |
| change the force to -9.8 which is the gravitational force. |
Will continue tommorow.
Monday, 16 January 2012
day 32
set up the partcile system with At's help because im still unsure about houdini's particle system
okay so what we did was,

create a grid
transform the grid to make it bigger
added a popnet SOP to it for the particles.
in the popnet SOP i added a source node
use first context geometry because the grid is connected to the first part of the popnet.


i used the constant activation
Stringed it up in the scatter node which will be added
and there you have the points falling down.
to adjust the speed and direction it all depends on the attributes in the source node in the popnet

for the rocks i used a sphere and add a mountain sop on it.
then i adjust the attribute inside to my liking
*this is just for test because i know that Bryan has a Rock generator i can use for the hail stone. Jia Bao also has the rock shader i can use*
COPY NODE
This is the node i use to create variations to the size and the rotation of the rocks when it falls from the grid.
with the rocks i created i attached them to the copy node as use the points created from popnet as the source
i can create variable under the STAMP channel so that i can alter the copied objects.
What i create:
IMPORTANT: TURN ON STAMP INPUT ELSE IT WONT WORK
Variable : Scale
Value : rand($PT*50)
Explanation : Randomize each point of the template by 50
Then go into the transform node connected to the original object which in my case the 'rock'and type into the corresponding channel box that controls the variable.
Variable : ROTATION
Value: rand($PT*50)*($F)
Explanation: Randomize each point of the template by 50 and at each frame multiply by 1
Then go to the transform node connecting the original object and type in the corresponding channel box that controls the variable
There you have it a basic particle system.
Ill work on the collision part tommorow
Cheers!
okay so what we did was,
create a grid
transform the grid to make it bigger
added a popnet SOP to it for the particles.
in the popnet SOP i added a source node
use first context geometry because the grid is connected to the first part of the popnet.
i used the constant activation
Stringed it up in the scatter node which will be added
and there you have the points falling down.
to adjust the speed and direction it all depends on the attributes in the source node in the popnet
for the rocks i used a sphere and add a mountain sop on it.
then i adjust the attribute inside to my liking
*this is just for test because i know that Bryan has a Rock generator i can use for the hail stone. Jia Bao also has the rock shader i can use*
COPY NODE
This is the node i use to create variations to the size and the rotation of the rocks when it falls from the grid.
with the rocks i created i attached them to the copy node as use the points created from popnet as the source
i can create variable under the STAMP channel so that i can alter the copied objects.
What i create:
IMPORTANT: TURN ON STAMP INPUT ELSE IT WONT WORK
Variable : Scale
Value : rand($PT*50)
Explanation : Randomize each point of the template by 50
Then go into the transform node connected to the original object which in my case the 'rock'and type into the corresponding channel box that controls the variable.
Variable : ROTATION
Value: rand($PT*50)*($F)
Explanation: Randomize each point of the template by 50 and at each frame multiply by 1
Then go to the transform node connecting the original object and type in the corresponding channel box that controls the variable
There you have it a basic particle system.
Ill work on the collision part tommorow
Cheers!
Friday, 13 January 2012
Thursday, 12 January 2012
day 30
P3 Shot 050 wrapped up!
Managed to get the render into the CORRECT tone and gamma along with correcting other factors.
how i did it was that i rendered the sequence in TIFF format and then rendering it again in full mov in After Effects.
Why? did a few researches and they all said nuke haves mov. lol
Other factors are that the covering clouds movements are way off. Since they were scaled in comp, when seen in sequence, does not show the clouds moving with the rest of the clouds they look totally alienated. So Taufiq gave me another batch of clouds to cover it up in full screen so it does not have to be scaled.
This is the final shot.
Hail stone system
Assigned to do the hail stone system
RND
| how the hail stones interact with the ground |
| Shape and size |
will continue tommorow
Wednesday, 11 January 2012
day 29
Mr Douglas and checked out the shot and he likes it. Just that i needed to change a few things:
- resize the dragon to 80%
- make the tone of the shot a little more reddish
- the glow from the lightning must also affect the foreground clouds
- blend the foreground clouds with the background ones
okay so worked on the resizing and Taufiq worked on the blending of the foreground clouds
the reason why Mr Douglas wanted to resize the dragon is because he didnt want the dragon to pop out of the tornado as shown.
so i resize a couple of parts in the tornado and this is what i got.
Okay next Taufiq gave me a few small clouds to be placed infront of the foreground clouds to blend it a little more in with the background and he did a great job. take a look.
okay 2 down, 2 more to go. We have found out that we actually acheive what Mr Douglas wanted in the tonr of the shot. Its just that when it was rendered, it came out brighter than what we actually wanted.
So we are trying to fix it. Till then, have a great day everyone!
- resize the dragon to 80%
- make the tone of the shot a little more reddish
- the glow from the lightning must also affect the foreground clouds
- blend the foreground clouds with the background ones
okay so worked on the resizing and Taufiq worked on the blending of the foreground clouds
the reason why Mr Douglas wanted to resize the dragon is because he didnt want the dragon to pop out of the tornado as shown.
| dragon head popout |
| FIXED |
| clouds look more natural. |
| actual tone |
| when rendered. |
Monday, 9 January 2012
day 28
So we gotten feedback from out groupmates that the lightning was too slow so i tried to speed it up, and however the way the lightning was coming out was very wrong so we are working on redesigning how the lightning should come out.
Since we cannot find the original hip file of the lightning and the lightning was merged with a cloud we had no choice but to redesign it manually.
after doing it halfway i tested it out and this is what i got.
The lightning came out great but there was like a flicker in the clouds which was very disturbing so we are not trying to separate the clouds and the lightning and redesigning it so the clouds wouldnt be a bother.
Since we cannot find the original hip file of the lightning and the lightning was merged with a cloud we had no choice but to redesign it manually.
| Manual editing |
The lightning came out great but there was like a flicker in the clouds which was very disturbing so we are not trying to separate the clouds and the lightning and redesigning it so the clouds wouldnt be a bother.
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