Houdini tip | Houdini native SDF volume into VDB conversion

Recently I found an interesting problem while trying to convert Houdini dense (native) SDF volume into a VDB SDF volume. My primary motivation was to save space – to discard voxels, which were too far away from surface. This is one of the main reasons why VDBs are usually superior to dense volumes. Note that in this post I will not go too much into details about volumes, but will post some links at the end of the article which explain the basics.
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Houdini tip | Houdini native SDF volume into VDB conversion

Learning resources about VFX and CG

I would like to share with you a collection of presentations, research papers and theses on various topics of VFX or CG.

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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 🙂

Learning resources about VFX and CG

Shaping particle simulations with interaction forces in Houdini

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.

 

Continue reading “Shaping particle simulations with interaction forces in Houdini”

Shaping particle simulations with interaction forces in Houdini