Wednesday, 22 May 2019

Spare Inputs in Houdini

Here is a technique I have recently picked up from Jay Natrajan, my friend from MPC.

Houdini allows 'spare inputs' into a SOP node, which lets you reference extenral data from inside a For-loop.

For an example, I want to scatter some points around the vertices of a grid. I want a random number of points  at a random distance from each vertex.

I can create attributes on each vertex to control number of points, radius from vertex and random seed. I can then move that data to the scatter node using Spare Inputs.

Here I have got three wrangles creating data on each vertex on a grid.

f@size = fit01(rand(@ptnum), ch("size_min"), ch("size_max"));

 i@number = int(fit01(rand(@ptnum), ch("min"), ch("max")));

 f@seed = rand(@ptnum + ch("seed"));

The for loop

Thursday, 4 May 2017

Random Colour for Houdini Crowd Agents

I am working on a stadium shot using Houdini.

I have found a way of assigning random colors for the crowd agents.

1. Create a shader for your agents, called variation.

2. Create an attribute either on the points from which your agents are generated or on the crowd_sim_import node, which is the node that reads back the simulated agents.

3. Create a stylesheet override, so that your agents pick up the variation shader.

4. In the variation shader, create an Inline Code node.

The inline code node creates the link between the packed primitive and the shader. The renderer looks-up the attribute and passes the attribute value into a new variable inside the shader. You can then use that variable to alter the look of the shader. In my case I just used a rand node to apply a random colour and piped that straight into the shader output without any lighting.

Wednesday, 1 March 2017

Distort and Undistort with PFTrack and Nuke

Here is a reliable way to produce STmaps from PFTrack for use in Nuke when undistorting and re-distorting a plate.

This is the method outlined by Dan Newlands on his excellent blog Visual Barn. There you can find many tutorials and methods for professional Matchmoving.

Dan Newlands walks you through the whole process very clearly and I cannot really add anything much to what he shows you. I want to show my setup in PFTrack and Nuke for my own reference.

Here I show the Add Distortion node. Use the 'original clip size' option. The three export nodes are for the undistorted plate (for use in your 3D app), the undistortion STmap and the re-distortion STmap.
The undistorted plate and the undistortion STmap will have a different size to the original plate, but the re-distortion STmap will have the same resolution as the original plate.

Here is the Nuke setup. The first STmap node will undistort the plate. The second STmap node will re-distort the plate to the original state.
Any 3D rendered elements can be introduced between these two nodes and they will be re-distorted to match the original plate. If that is your workflow, then use the undistorted plate exported form PFTrack in your 3D package and match your 3D elements against that.

One thing to note: if you see blocky or tearing artifacts in Nuke it may be that the filtering option in the STmap node is set incorrectly. I have found that 'cubic' filtering seems to work well, although resulting in some softness in the final redistorted image.

Thursday, 8 December 2016

2017 Show Reels

I am delighted to post my new show reels for 2017.

Here is my Houdini and Maya FX reel, which shows many disciplines including Houdini crowds, Maya nCloth, nParticles, nHair, and fluids. Rendering is done either in Mental Ray or Arnold, and camera tracking is done with either 3DEqualizer or PFTrack.

Here is my Matchmoving reel, which shows some of the most difficult shots I have tackled. All work shown in these shots was done using PFTrack. I am also familiar with 3DEqualizer and Nuke's built in tracker

Thursday, 8 September 2016

Align Particle Instances to a Camera

Here I will demonstrate a method of aligning a particle to face a location (eg a camera), which mimics the behaviour of particle sprites.

This is quite easy to do. First get the position of each particle, then get the position of the location you want the particles to point to. From this you can calculate the aim direction thus:

aimPP = targetPosition - position

To get this done in Maya, follow these steps:

1.    On your particle object, create a new per-particle vector attributes, called aimPP.

2.    Create an expression on the particle:

float $targetX = targetLocation.translateX;
float $targetY = targetLocation.translateY;
float $targetZ = targetLocation.translateZ;

vector $targetPosition = <<$targetX, $targetY, $targetZ>>;

aimPP = $targetPosition - position;

spriteTwistPP = rand(-0.25, 0.25);

float $targetX = targetLocation.translateX;
float $targetY = targetLocation.translateY;
float $targetZ = targetLocation.translateZ;
vector $targetPosition = <<$targetX, $targetY, $targetZ>>;

aimPP = $targetPosition - position;

aimUpAxisPP = << 0, sin(frame*spriteTwistPP), cos(frame*spriteTwistPP) >>;

Now, I was expecting

vector $targetPosition = targetLocation.translate;

to work, but for some reason I cannot think of, it does not work, so I have taken each of the components and constructed the vector from those. Not very elegant but it does the job. If anyone knows why the vector cannot be  assigned, please do let me know!

3.    On the particle shape, set the Aim Direction in the Instancer (Geometry Replacement) section to the aimPP attribute.

If you want the particle instances to rotate as well as face the camera, I am using the spriteTwistPP attribute and then create a new per particle vector attribute called aimUpAxisPP.

Create a random value for spriteTwistPP in the creation expression, then in the runtime before dynamics expression, add the line

aimUpAxisPP = << 0, sin(frame*spriteTwistPP), cos(frame*spriteTwistPP) >>;

Now, for the Aim Up Axis in the Instancer options, choose aimUpAxisPP

Now you can instance any geometry to the particle object and the instances will behave like sprite particles. You can render them with Arnold, too!

Tuesday, 6 September 2016

Maya Sprites with Arnold

I am doing some testing of Maya Sprite rendered with Arnold.

Here is a test scene:


At the moment the setup is not working. I get the same sprite image (number 1) on all the sprites, and the sprites are all oriented the same. I think the problem is that the spriteTwistPP and spriteNumPP attributes are not being passed to the renderer.

After contacting Solid Angle support, it seems that this workflow is not currently supported, but their developers are 'looking at it', which probably means that they will fix it quite quickly.

I will update this post when I have more information.

Wednesday, 2 December 2015

Arnold aiMotionVector with transparency

I will show one method of rendering motion vectors for an object which has transparency.

Here is the scenario:

I have some snowflakes which are comprised of simple polygon meshes instanced to some particles.
I have a circular ramp with noise to give the snowflakes a feathered edge.

What I want to achieve is to render the beauty in one pass and then a motion vectors pass. The motion vectors must have the same opacity as in the the beauty pass.

Here is the trick: In the ramp which controls the opacity, replace the white colour with an aiMotionVector node.

Set the output to Raw in the aiMotionVector node.

Here is the shader network.

Apply this shader to the snowflakes in a seperate render layer. This will be the motion vector pass

For the motion vector pass, enable Motion Blur in Arnold's render settings.

This will give each snowflake an RGB value.


However there is a problem. We do not want the snowflakes to be motion blurred, we just want them to show the motion vectors.

To stop each slowflake being rendered with motion blur, click the Ignore Motion Blur option in the Override tab of the Arnold render settings

That will give snowflakes with opacity and motion vector information in RGB

One more problem remains - the position of the particle at the time when motion blur is calculated is not the same as the position of the snowflake when the beauty pass is rendered. To fix this, select Start on Frame in the Motion Blur options in the Arnold render settings.

Now, into Nuke.

Load the rendered beauty pass and the motion vector pass. Each snowflake should overlap perfectly (if not, check the Start on Frame option)

Combine the two renders by using a Shuffle Copy node.
Shuffle R -> u
shuffle G -> v

Now use a VectorBlur node to produce the motion blur effect