In this post I will describe how to write a simple Houdini node operating on VDB volumes. It is a result of my recent HDK explorations and the purpose of the node is to activate voxels in VDB volume based on input points. Right now it is not possible to activate a voxel at certain position in a VDB volume through VEX and VDB Activate node does not take as input points positions (it will activate voxels within bounding box if geometry is fed into the second input). I will try to describe the process as simple as possible, so even if you do not have much experience with C++ hopefully you will be able to follow along 🙂
In this post I will describe a process of compiling DreamWorks OpenVDB nodes. Official DreamWorks nodes have a bit more functionality and are sometimes really useful. Even though Houdini OpenVDB nodes cover most of the functionality of the DreamWorks nodes, it might be useful to have both sets of nodes at hand. In this post I will describe how to build the nodes using existing precompiled OpenVDB library shipped with Houdini. By doing so we do not need to build the OpenVDB core (and all its dependencies) ourselves but we take can take advantage of the one coming with Houdini.
In this post I will describe a process of compiling Hello World example from OpenVDB library. I will take the first example from OpenVDB Cookbook. However instead of building the whole OpenVDB library I will take advantage of precompiled OpenVDB library shipping with Houdini. In this post I will assume that you have at least very basic understanding of compiling process.
In this post I will publish summary of setting up and fiddling a bit with Universal Scene Description (USD) on Linux. It will mostly contain my understanding of the concepts behind USD and a compilation guide for Ubuntu based OS.
Originally I wrote this article for an assignment during my Technical Directing studies at Filmakademie Baden-Wuertemmberg. Parts regarding compiling Maya plugin for USD were written by Tim Lehr.
In this post I will try to explain principles behind implementation of the research paper Shaping particle simulations with interaction forces published by DreamWorks in 2014.
This technique allows us to create forces on particles which can result in variety of interesting motions, one of them resembling water behavior. This approach is more efficient than complex liquid simulations since it does not include volumetric operations (as in FLIP solvers for example) and is also easy to control and to combine with any other particle forces. I did this implementation in Houdini and VEX, but principles apply to any other software.
in this post I will explain how I achieved rendertime displacement on moving volumes using Arnold. Project file is included (at the bottom of the post).
In this post I will show and explain how I created rain effects. Project file is included (at the bottom of the post).