I would like to share with you a collection of presentations, research papers and theses on various topics of VFX or CG.
I am used to collecting good learning resources and keeping them around in case I will need them later. So it happened that my small list grew and I realized that I have quite interesting things collected from various places.
So I decided to create a repository at GitHub where I will continue to gather useful information which I come across. I am not trying to re-create a database of all recent cutting-edge research. It is more oriented on resources which are easier to understand, like presentations with notes and pictures 🙂 I have been most interested in resources about FX and volumetrics, so it is missing stuff in other areas like cloth simulation etc..
And this is also one of the motivations to host it on a git: similar-minded people can contribute with their areas of interest and hopefully we will end up with a nice pool of information which we can quickly refer to when needed.
I tried to make an easy system for adding new entries – simply add them into a json library file and the page will be automatically updated. More info about that in the repo.
I hope that you will find this resource useful 🙂
I am planning to open-source all my tools after finishing the studies, stay tuned 🙂
in this post I will show a quick way of adding auto-focus support to Houdini camera. By setting a target, following couple lines of code will determine correct distance to focus on. This approach will work for any renderer.
Continue reading “Houdini tip | CAMERA AUTO FOCUS”
Feel free to check a tutorial I was preparing during last couple of days 🙂
It contains a lot of useful snippets, with examples and explanations in comments. I included there things that I found confusing or not very clear. You might not need to remember all of this stuff, but now you know where to look it up.
Link to the tutorial.
You can take a look at the project HIP file, or use the website for a quick look and for reference.
Let me know what you think and suggestions and critique is welcome.
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.
Continue reading “Compiling DreamWorks OpenVDB C++ nodes for Houdini on Linux”
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.
Continue reading “Compiling C++ OpenVDB Hello World example using Houdini libraries on Linux”