Destruction VFX (Missile Impact) in Houdini
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- เผยแพร่เมื่อ 26 ส.ค. 2023
- I tried to create a simulation of a missile strike into an unfinished house.
The building is procedurally modeled in Houdini, taking into account the fracturing feature (RBD friendly). Rendering in Mantra. Compositing in Nuke.
No one was injured during the test :D
#destruction #explosion #houdini #fx #vfx #rbd #fireball #missile #simulation #sim #rendering #mantra #nuke - แนวปฏิบัติและการใช้ชีวิต
Hello Nazar! I'm a VFX student and I love your effects! Would there be any possibility to see the hip to see how your projects are made? I love the rocket one and the rain one and I could use them to help me in my projects!
I really like your work. I have been slowly migrating from 20 years in C4D over to Houdini. I do mostly TV work for ad agencies but have been doing light VFX work for smaller feature films on occasion.
I’d really love to see a tutorial series that helps people develop reusable setups for common VFX tasks. The building destruction you have above might be one. Another could be whitewater ship / ocean spectrum, spaceship rosing out of water, giant created making landfall from ocean, aircraft crashing etc.
The idea would be that these setups would be reusable - deigned to take new input geometry from file imports at the SOP level and spit out a result that already has output for several passes on the LOPS stage level.
I realize that a one size fits all for each type of setup may not work perfectly but if the setups were designed to take geometry that’s been prepped in an expected / certain way first that the Houdini setup is designed for I think it could work.
For building destruction the setup could have SOP level inputs for “floors”, “Walls”, “Roof”, “Internal debris” etc that pre-prepped geo be plugged into.
A course that teaches students how to build these types of reusable setups would not only teach the fundamentals but student end up with a tool that can start using for different VFX use cases right away.
Just an idea…
Creating universal asset-simulation tools\setup is an interesting idea, but in practice it is quite ineffective. Especially in production. It is more suitable for fun and creation of personal projects. It will not work in real production tasks, where you need huge flexibility and permanent edits at all levels. That's why artists are more inclined to build network a lot from scratch and manage that setups at a "low-level".
In this case, the creation of such universal installations is a rather hard and time-consuming goal, and I do not think that the time spent on their creation will be worth it. Since in most cases they will have to be opened up and rework anyway and add a lot of new stuff. Besides, the basic setups for all the directions mentioned you already exist in one form or another in Houdini (Shelf tools and configures).
I'm leaning more towards Houdini's ideology being more about flexibility, rather than magic button.
But creating training courses for specific types of effects is a much more effective approach. Thank you for your thoughts.
Can you give a tutorial? Thank you very much
hello! can i get this tutorial? please..
Can you recommend a tutorial for this effect?
What kind of effect? There is a lot of different effects are combined here. So I think you need to look at different advanced courses on destruction and pyro simulations. You also need at least a basic knowledge of working with particles, volumetrics and elementary shading&render.
@@kosteikov Hello, I am most interested in how you combine the explosion with the destruction so they render together properly, i.e. the fractured pieces occlude the fireball as they shoot out. Did you render in Houdini or composite in Nuke? Did you make the fireball blast apart the pieces or was the fireball just added separately?
Render time? specs?
Ryzen 3900x, render time beauty ~5-6 min
can i get full tutorial ??
I want to see how many people need it, and then I may make a tutorial. However, it will not be short because the effect is complex.
would also love to see a tutorial!@@kosteikov
would also love to see a tutorial! @kosteikov