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Download "Building a VFX Tornado in Houdini Part 2"

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"videoThumbnail Building a VFX Tornado in Houdini Part 2
Table of contents
|

Table of contents

7:43
Tornado Simulation
12:03
Materials
12:29
Compute Lighting
12:40
Volume Shader Core
18:05
Post Simulation
22:48
Second Light
23:57
Fill Light
26:49
Perspective View
29:01
Build a Frame
32:53
Cladding
36:48
A Roof
38:39
Roof Trusses
43:51
Roofing
51:19
Connected Geometry
55:38
Rbd Solver
56:04
Guide Geometry
1:00:13
Tornado Velocities
1:02:21
Rigid Body Solver
1:06:05
Constraints
1:18:43
Bullet Settings
1:20:06
Symbol Nodes
1:20:49
Work Environment
1:24:29
Burnout
1:28:40
Glue Networks
1:28:55
Create a Glue Network
1:32:55
Sop Solver
Video tags
|

Video tags

vfx
visual effects
houdini
unreal engine
animation
digital animation
sidefx
sidefx houdini
tutorial houdini
vfx breakdown
cgi
tornado
animated tornado
twister
behind the scenes
vfx artists react
vfx artist
vfx tutorial
visual effects video
how to vfx
how to vfx editing
Subtitles
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Subtitles

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  • ruRussian
Download
00:00:00
well good morning everybody sorry uh
00:00:02
started a little bit late
00:00:04
as usual technical difficulties
00:00:07
occurring right at the
00:00:08
moment of hitting stream um welcome i
00:00:11
hope you're having a good
00:00:12
uh weekend or maybe it's monday where
00:00:15
you are
00:00:16
um it's monday monday morning for me
00:00:19
here in australia
00:00:20
um today we're going to keep working on
00:00:25
the tornado that i started last week
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i just actually it's the sharks that's
00:00:31
right
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um hey audrey how's it going um
00:00:36
yeah last last week i started setting up
00:00:38
sunday evening oh nice
00:00:40
i started setting up this tornado and
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just this morning
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um i wrote this out at
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a little bit higher resolution so we
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could see some details and it's looking
00:00:50
pretty cool this this kind of tube
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here is not super great
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hello is it hardik how are you going
00:00:59
welcome thanks for joining me
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um so this tube is a little bit kind of
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uniform i guess but it's not
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not too bad what i might do i think i
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wrote out
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about 400 frames so
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i'm just going to
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write this out to a flip book and we can
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see what we're dealing with so this
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resolution is not super high-res
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but it's pretty good yeah lots of lots
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of people joining today that's great
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hello everybody um let me know if you
00:01:30
have any questions
00:01:31
and uh welcome you know welcome to the
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stream i just realized i'm not sharing
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my screen
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um so you guys can't see what i'm
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looking at here we go so here's
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here's my um here's the sim that i wrote
00:01:43
out this morning
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and it's written out at 0.075
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but for the scale that this is that's
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not
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super high resolution if you have a look
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here you can see 58 million voxels
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so it's kind of hey michael how's it
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going welcome
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um robert
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how are you doing getting in before work
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or
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watching while you're working
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um so yeah you know 60 million voxels
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it's really not that
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not that many um when it comes to like
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feature
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quality um resolution
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but it really depends on how far away
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our camera is from
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from the shot you know if we have a look
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at our kind of
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close-up camera obviously um watching
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while working nice
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i like it um that's a good thing about
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doing 3d that
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you can kind of watch things while
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you're working which is
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which is good um if you don't have to
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think too hard
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uh so yeah like at this resolution at
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this distance from camera
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this resolution would be fine but if we
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were right up close
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you know you might start to see some of
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these details become a little bit soft
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and fluffy and boxy
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so i think for this camera
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it's probably a little low resolution
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but you know for the purposes of the
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stream
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this is fine it's still relatively easy
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to work with
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so let's just do a little flipbook i'll
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zoom right out so you can see all the
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details
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and this is kind of the camera angle
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that we're going for
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and if we have a look at our original um
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line
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you can see oh that doesn't look very
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good that would convert
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you can see that we're still really kind
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of quite closely following that line
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position so our original
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kind of line is what's controlling and
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driving this
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um so let's let's have a look i'll do
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400 frames and
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just flip book that and that'll pop up
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and then play and let's have a look at that
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um hopefully i've noticed that my camera
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freezes when i'm doing anything kind of
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intensive so hopefully
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hopefully it stays okay but it's a bit
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annoying
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so it's a pretty slow simulation
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i slowed it right down to get the scale
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you know this is meant to be a really
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large
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event so by slowing it down it makes it
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feel
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a little bit larger it's probably
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arguably still a little bit fast
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but you know i don't want to have to
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simulate a thousand frames or just take
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too long
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so let's see you can see it building
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there you can see that kind of
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vortex taking over and spiraling that
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stuff around
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we're getting some pretty nice details
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happening probably a little bit thick
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and billowy on the ground
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but you know this is just a good good
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kind of bass line and that's the purpose of
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doing the flip book as well as just to
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see what what's kind of working and
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what's not there's some weird popping
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going on from the shadows
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that black kind of popping that's moving
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but that's
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that's not a problem that's just the
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viewport kind of stuff
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getting lots of nice details and the you
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know it's pretty thick in the viewport as
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well so we could also turn that down
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you know when we come to render make it
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a little bit nicer
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so just let it keep going
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it's pretty boring waiting for flipbooks
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but um
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you know it is a really good way to just
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see what we have to deal with and
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whether we need to make any changes
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i was going to look for an asset to
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destroy with this simulation but i think
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what i'm going to do is just build
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something that's going to be nice and
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easy
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to um to work with
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uh and also you know get the chance to
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show you guys some um
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some procedural kind of building
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creation it's not gonna be
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insanely detailed or anything it's just
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gonna be like a little shack
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but um you know sometimes when you use a
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model that you've bought or downloaded
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it can be a lot of work to get it kind
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of
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working right as an rbd simulation or
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something
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so it can take a lot of time to process
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that
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and it's sometimes better if it's a
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simple kind of asset a simple building
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even though it's time consuming to build
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on uh sometimes it's
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less time consuming to build one than to
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kind of
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re-engineer or reverse engineer one that
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you've downloaded
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um so yeah we'll have a bit of a look at
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that and then
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look at how we can pull that in to
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maybe rbds maybe a bit of vellum as well
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might be cool
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if we get some um like sheet metal we
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call it corrugated iron here
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it's like the kind of um ripple rippling
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metal that you have on
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tin sheds um maybe that
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know could be a cool thing to do through
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vellum where we get it kind of flapping
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in the wind and then tearing off that
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might be really nice
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um so
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yeah let's let's have a look so it's
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yeah i mean
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it's not perfect this tornado by any
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means i'm not super happy with how clean
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this kind of
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surface is here and i think it would be
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it would be much nicer if it was a bit
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more broken up um
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the density might be a part of that you
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know maybe taking the density down
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might help overall with that sort of
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solidness
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or perhaps we add an additional element
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uh can you tell me what we do today yeah
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okay so
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last last week i set this up heartache
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and
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it's because it's lacking cows says
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audrey yeah that's that's probably it
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it just needs a few cows in there um so
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last week we set this up and basically
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it's a tornado simulation that's based
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on a curve the curve is driving
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a kind of um a vortex basically
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and forces to get this to go in a
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particular shape and to get it to rotate
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uh so definitely you know after this one
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if you're interested in learning how i
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did that go back and have a look
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at how i set that up um
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and then today we're gonna just take
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this simulation and maybe add some extra
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simulations to this one
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and definitely take a look at how we
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could incorporate some sort of rigid
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body
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destruction and also maybe some particle
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simulations as well i'm gonna try and
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build it up into it
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you know into a nice shot um so there we
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go it's
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it's done so let's have a look
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and it's kind of different i guess to
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the way that tornadoes work
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in nature so that might be something
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that we need to go back and revisit
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where usually they start from the top
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down or they might kind of join or
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something in the middle
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need to look at some reference for that
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but most of the things i've seen they
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kind of
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seem to the funnel seems to start from
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the top um
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but yeah anyway that's that's kind of
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the that's kind of the plan
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i definitely think lowering the density
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might help uh rizwan says you need a
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tornado siren
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yeah i used to have a guitar pedal that
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had a siren function on it it was really
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annoying so i sold it but
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um i i could use it right now
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um so yeah let's let's have a look so
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let's let's drop the density first of all and
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just see i'll put down volume
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visualization
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and just set it to density
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and then we can see what it looks like
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with a bit less
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kind of density and it's a bit less kind
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of you know solid looking but also when you
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decrease density you also kind of lose
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some of the details which can be really
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nice
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um the other thing that is worth doing
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to check your kind of um camera two is
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right in the action um the other thing
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that's worth doing just to check what
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your details are kind of looking like is
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you know maybe we'll go with something
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like this so we can see a good chunk of
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the top as well create a new camera
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and just render it so so that we can
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kind of get an idea of what those
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details look like because
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i think as of hey see robert thanks for
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joining me
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um i think yeah because the viewport
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down samples
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volumes it's a good idea to render it
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out so you can see the full resolution
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you can change that if you hit d in the
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viewport and go to texture
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you can change the 3d textures limit
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resolution
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so be higher but i find that you know my
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viewport performance starts to really
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chug
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and it gets super slow so rather than
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doing that i like to just render because it's
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faster so go to the render view we've
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got an ipr render here let's just have a
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look at what we've got visible
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uh we've got only one object which is
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good and we've got a spotlight so let's
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set that to camera three the one we just
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created
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and we'll hit render and it should be
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relatively fast
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looks like last week we kind of i did
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some stuff in here i can't remember
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doing a render but maybe i did
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um and there we go so it's pretty fast
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because
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we only have a single spotlight and
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our render settings are not overly high
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they're just the default kind of
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settings
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the spotlights usually render relatively
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fast it's only 22 seconds
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and i don't know if we have a material
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on here let's see
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i didn't create a material but actually
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what you get out of the pyro solver
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if you have a look middle click you can
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see it actually comes with a shot
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material path
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so it's got a material built in
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and when you are on the pyro solver and
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you're tweaking these look
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settings they both control how it looks
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in the viewport but they also set
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the material properties but since we've
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cached this to disk
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i'm just going to create a new material
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and
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anyone that you know was was one of my
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students
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would have known that i like creating my
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own
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materials for volumes i like to create
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nice simple ones because
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the pyro shader is
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overly kind of bloated and
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complex for just a very simple density
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shader but i
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i even like creating my own fire shaders
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as well
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i can just make them nice and simple
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have exactly what i need
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and yeah i just find it easier so
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what you need is a compute lighting node
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and you can hook up c f o f
00:12:35
and f and then in this layer input here
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we're going to put
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a volume shader core
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there's actually two that you could use
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volume shader core or pyro shader core
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the pyro shader core is occasionally
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slightly more useful because it has
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this smoke brightness setting which the
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volume shader doesn't
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so you can actually lift the brightness
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of the smoke which which sometimes yeah
00:13:00
i find really useful
00:13:01
so um maybe i'll use the pyro shader
00:13:03
core
00:13:04
they've got yeah a couple of just extra
00:13:07
things for fire as well not that we're
00:13:08
going to be using fire but um let's use
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pyro
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shader and then we've got this density
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input here so we're just going to bind
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the density field and plug it in so
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density
00:13:21
into density and then we don't have a
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multiplier for
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the smoke or the density here so we need
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to add one here
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multiply i think maybe that's the
00:13:33
difference of the volume
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shader core the volume shader core has a
00:13:37
density scale but the pyro shader chord
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doesn't
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weirdly i don't know why actually let's
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just use this one
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so it'll be easier we don't we don't
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really need the pyro one
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so i'll get rid of that use volume
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shader and then i can just go okay
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density 10
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and that's kind of it that's all i need
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to do for this shader compute lighting
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volume shader
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bind density and i'm just going to call
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this
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simple dust let's see if i can drag it
00:14:05
on there i don't think that'll update
00:14:06
because
00:14:07
even though that probably worked you can
00:14:09
see that material has been populated by
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dragging it onto the render view
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it's not working because there is a shop
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material path attribute
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so i just need to delete that
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primitive attribute shot material path
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and now we should see some change
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although the setting i gave it of 10 is
00:14:29
actually the same
00:14:30
as what this is it's probably going to
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look exactly the same
00:14:33
let's just change the color and then
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we'll see hopefully something change
00:14:37
there we go pink tornado fairy floss
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um so let's give it a kind of you know
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dusty
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tone maybe a kind of de-saturated
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brownie kind of color
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maybe two two brown
00:15:00
all right so there we go
00:15:06
i just had an idea one thing you might
00:15:08
be able to do which could be interesting
00:15:10
because because this is all just one
00:15:11
tone
00:15:13
um and that's that's the problem we
00:15:15
thought of pyro sims is that they are
00:15:17
all just one
00:15:18
color unless you simulate with a color
00:15:19
field but we haven't done that
00:15:21
but what we could try and do is
00:15:23
something interesting like
00:15:25
um maybe let's see how high this thing
00:15:28
is
00:15:29
just go back out to our scene view
00:15:33
and we've got roughly 25 meters here so
00:15:36
zero to 25
00:15:38
if i go back to my material and you can
00:15:41
see here i've got these globals and
00:15:42
here's p
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if i put a vector to float down
00:15:47
and plug that into p and then here's my
00:15:50
y component which is my height
00:15:53
if i put a fit in there like that
00:15:57
and get rid of that color fit between 0
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and 25
00:16:02
and i'm basically going okay what was
00:16:04
zero is still
00:16:05
zero but what was 25 is now outputting
00:16:07
one so i've essentially normalized that
00:16:10
kind of range from there to there
00:16:12
and then if i put that through a ramp
00:16:16
a color ramp and run that into smoke
00:16:20
color
00:16:22
let's see what happens
00:16:25
i'm gonna go infrared
00:16:31
and i'm getting some fading although the
00:16:34
range
00:16:35
is kind of different you know what i
00:16:36
think when you're working in material
00:16:39
uh in surface context you need to put a
00:16:42
transform down
00:16:45
on your world positions and it
00:16:49
transforms it
00:16:50
from the kind of world space into the
00:16:52
rendering space and now you can see
00:16:55
that i got my purple down here which is
00:16:57
kind of representing
00:16:58
zero value and then right up the top
00:17:01
around 25 i've got red
00:17:02
and now you can see i've got a nice kind
00:17:04
of rainbow
00:17:06
shading it's very screen space kind of
00:17:09
you know top to bottom
00:17:10
but what it will allow me to do is just
00:17:12
go kind of
00:17:14
you know maybe i'll take this color that
00:17:15
i decided on here
00:17:17
and i'll put that put that in here
00:17:20
paste values i'll get rid of all these
00:17:23
maybe towards the top i can make that a
00:17:25
bit whiter
00:17:26
oops
00:17:30
like that and i can kind of create this
00:17:33
gradient
00:17:36
of color which means i could maybe make
00:17:39
the
00:17:40
stuff down the bottom look a bit more
00:17:41
like dirt a bit more dusty but then as
00:17:44
it goes up higher
00:17:45
it starts to you know take on a
00:17:48
different
00:17:49
kind of color so that's a really
00:17:52
interesting way of kind of
00:17:54
changing the color it is very kind of
00:17:55
just height-based
00:17:57
so it's not perfect but it's an
00:18:00
interesting way of just getting some
00:18:02
variation
00:18:03
in your simulation
00:18:06
post simulation this is just a render
00:18:08
time thing you know so i'm not actually
00:18:09
doing anything in the simulation really
00:18:13
and you could make those kind of you
00:18:15
know
00:18:17
the the bigger those kind of adjustments
00:18:19
are or the you know the less kind of
00:18:21
steps you have the more gradual it will
00:18:22
be and the more kind of realistic maybe
00:18:25
uh what what would be ideal is if you
00:18:27
actually simulated with color and we
00:18:29
could potentially look at that at some
00:18:31
point so that you get mixing of colors and
00:18:33
then it's not just so linear
00:18:35
um but this is a kind of nice you know
00:18:38
just
00:18:39
hack little tweaky thing that we can do
00:18:41
now another thing we can do is we've got
00:18:43
really dark shadows here
00:18:44
so one thing we could do on the shader
00:18:46
just to make it feel a bit more
00:18:48
um i guess illuminated through like the
00:18:51
light is scattering through the object
00:18:53
is to just drop the shadow density scale
00:18:56
and you can see that that just reduces
00:18:59
the darkness of the shadows
00:19:01
how much ram do i have good good
00:19:03
question um
00:19:05
i'm very happy to uh to tell you that i
00:19:08
have
00:19:09
gig but this has only been a recent
00:19:12
thing i just
00:19:13
i upgraded uh recently because the
00:19:15
projects that i've been doing
00:19:16
at home have uh have really increased in
00:19:19
their complexity
00:19:21
uh prior to that i had 32 gig and
00:19:24
as people that have been watching the
00:19:26
stream for a while no
00:19:28
i i did crash during one of my streams
00:19:31
um
00:19:32
which was you know bad it was
00:19:33
catastrophic my computer shut down
00:19:36
so i could still do this on 32 gig but i
00:19:39
i do have to kind of
00:19:41
really watch how hard i push things
00:19:45
um and it kind of limits the amount of
00:19:46
multitasking that i can do and so
00:19:50
it is amazingly good to have 128 gig but
00:19:53
you don't need it
00:19:54
um it does make it better and you don't
00:19:56
have to worry as much about
00:19:58
about tapping out um but
00:20:01
yeah you you know uh look
00:20:04
yes eight gig you will kind of hit
00:20:08
some some some of those limits a lot
00:20:10
sooner
00:20:11
um you can do things on eight gig you
00:20:14
just won't be able to do
00:20:16
the complexity you know that that i
00:20:18
could do
00:20:19
on 128k but for example i i was working
00:20:22
on a laptop for a long time
00:20:24
at home and that only had 16 gig
00:20:28
and i was able to do you know lots of
00:20:30
really cool stuff
00:20:31
on 16 gig i did hit those limits very
00:20:35
you know very kind of quickly um but
00:20:41
that's right if it catches fire it's
00:20:42
time to consider getting more
00:20:44
it's yeah i mean if if you're constantly
00:20:47
hitting it and you're
00:20:48
crashing that's when i would choose to
00:20:50
upgrade
00:20:51
but if you're finding the things that
00:20:53
you're doing
00:20:55
on eight gig are working fine it depends
00:20:58
what you're doing if you're doing lots
00:20:59
of pyro simulations
00:21:00
eight gig is not a lot and you you know
00:21:03
you potentially will hit that
00:21:05
frequently um but yeah
00:21:08
i think just it really depends what you
00:21:11
want to do so i would just use it
00:21:15
and see how you go and if you're hitting
00:21:16
the limit upgrade
00:21:19
don't go to 128 straight away you don't
00:21:21
need that it's very expensive
00:21:23
but just kind of you know
00:21:26
just kind of step it up as as you need
00:21:28
it
00:21:30
but i find working with less ram
00:21:32
actually teaches you
00:21:34
to be more efficient with your setups
00:21:36
and to be
00:21:37
a bit more kind of careful about what
00:21:40
you're doing whereas you know with 128 gig i can just
00:21:42
go yeah sure whatever
00:21:44
you know and and it doesn't make me
00:21:47
you know kind of good efficient artist
00:21:50
i can just throw whatever i like in it
00:21:52
but then if i give it somebody else it
00:21:54
has less ram
00:21:55
and they're like i can't open this thing
00:21:56
it's ridiculous you know this resolution
00:21:58
is crazy
00:21:59
um so yeah it's good to be mindful of
00:22:02
that as well and i find that it's kind
00:22:04
of good to have less ram
00:22:06
sometimes when you're learning because
00:22:08
it teaches you
00:22:10
to work within the limitations um
00:22:13
when you're working at studios you don't
00:22:14
always have 128 gig of ram some
00:22:18
you know some places just don't have
00:22:20
that um
00:22:21
and you kind of have to just adapt to it
00:22:24
and they demand still the same
00:22:26
quality that you you know you would do
00:22:28
on a bigger machine
00:22:29
but but you just have to work within
00:22:31
those limitations so
00:22:33
yeah it's a good good thing to learn um
00:22:35
so one thing i'm going to do here
00:22:37
is i'm just going to pause this render
00:22:39
for a second
00:22:41
because those shadows are still quite
00:22:42
dark even with a shadow density
00:22:44
of 0.2
00:22:48
i'm going to add in a second light here
00:22:50
so here's my camera
00:22:52
so over here so let's say that this is
00:22:54
my key light
00:22:55
in fact i might swing my light around
00:22:57
the back
00:22:59
let's do that first let's move this
00:23:00
light i'm going to swing it
00:23:02
here's my camera's over here i'm going
00:23:04
to swing it around
00:23:06
here let's see what that looks like
00:23:10
i want to create a nice kind of dramatic
00:23:13
lighting
00:23:14
like maybe high contrast or just have
00:23:16
some really kind of nice
00:23:18
illumination to show off the details of
00:23:21
this simulation
00:23:25
and maybe make it like a little bit more
00:23:27
stylized as well
00:23:28
maybe i'm not going for super realism
00:23:30
here maybe it's just a super
00:23:31
super kind of stylized shot so
00:23:35
yeah i could go a little more swing it
00:23:38
swing it right around the back like that
00:23:43
so you see with the back lighting you
00:23:45
get this kind of nice illumination of
00:23:46
the edges
00:23:48
and then you get this very high contrast
00:23:50
kind of effect at the front
00:23:52
it's very dark so what we could do is
00:23:56
now put in a fill light so we've got
00:23:59
this light over here which is creating this
00:24:02
immense shadow on the front but if we
00:24:04
put in a second light over here
00:24:06
control click spotlight you can see that
00:24:09
that fills in those shadows but what i'm
00:24:11
going to do
00:24:12
is drop the exposure
00:24:15
so it's not filling them in completely
00:24:17
but it is still illuminating a little
00:24:19
bit so it's not completely
00:24:20
black so you can see that
00:24:23
there
00:24:27
so these two lights you know i would
00:24:28
call key
00:24:30
oops key and fill
00:24:37
so you can still see very subtle details
00:24:39
there it's no longer
00:24:41
just pitch black so it's kind of cool
00:24:45
now let's uh what are we going to do
00:24:48
next
00:24:50
let's start building our a little shack
00:24:52
in there and try and work out what scale
00:24:54
this is so really
00:24:58
the scale you know this thing should be
00:25:01
ginormous and i do have uh
00:25:03
i've got my tommy's in here let's get
00:25:05
tommy and see
00:25:07
see how big this thing is compared to
00:25:08
the tommies that i created
00:25:11
where is he there he is so
00:25:16
where is that little tommy there he is
00:25:18
there
00:25:20
tiny tiny little guy
00:25:24
so let's build a shack kind of based on
00:25:26
his scale and i don't think i
00:25:28
i don't think i touched his scale oh i
00:25:29
did i scaled him down
00:25:31
so let's let's let's build it based on
00:25:34
his scale
00:25:35
so i'm just going to build a box here
00:25:40
and you can see this box you know if
00:25:42
we're looking at houdini units this box
00:25:44
is a meter by a meter
00:25:45
but because i scaled tommy down to kind
00:25:47
of make the
00:25:49
uh tornado feel bigger i'm going to do
00:25:52
the same with this so this is not going
00:25:53
to be a meter and a meter meter by
00:25:55
meter it's gonna be it's gonna feel much
00:25:58
bigger
00:25:59
so i'm not really worrying about the
00:26:00
scale of the units
00:26:02
let's just where's our tommy
00:26:08
actually i might build it at world zero
00:26:10
rather than building it off
00:26:12
axis which is always a pain so i'm gonna
00:26:15
build at world zero and then move it
00:26:16
where i need to be
00:26:17
so here's my tommy at world zero
00:26:25
so we're looking at about point
00:26:28
point four is now equivalent to whatever
00:26:31
he is one point something meters
00:26:34
so let's go yeah something like that
00:26:37
maybe it's a barn or something it's got
00:26:38
got high roofs so make it a little bit
00:26:42
bigger
00:26:43
yeah something like that
00:26:47
all right let's go perspective view
00:26:54
okay that'll do so let's have a look at
00:26:57
that
00:26:58
in relation to our tornado
00:27:01
i'm just gonna put transform down here
00:27:04
so i always
00:27:05
block things out like this instead of
00:27:06
just going in and trying to make a
00:27:08
building straight away
00:27:09
i always try and figure out you know how
00:27:11
this is going to work with our
00:27:13
scenario because we've got to kind of
00:27:16
you know get it in the right place see
00:27:18
what our tornado is doing so
00:27:20
our tornado is kind of moving across and
00:27:24
forming like this it's not moving very
00:27:25
fast but it is kind of moving across
00:27:30
and is it going to get into the path of
00:27:33
this
00:27:34
it almost does so it might it might kind
00:27:37
of start to pull that
00:27:38
off but let's just let's push it in a
00:27:41
little further
00:27:44
into here oh and i just realized it's
00:27:46
really slow and maybe it was rendering
00:27:47
oh no
00:27:48
it's just the huge volume in there
00:27:50
that's making it slow
00:27:53
so we just kind of want to work this out
00:27:55
for the shot
00:28:02
it would probably be a bit cooler if
00:28:03
there was a bit more you know kind of
00:28:05
travel in this before it got to the
00:28:07
house but
00:28:10
maybe we could change our
00:28:13
change our camera as well it doesn't
00:28:15
have to
00:28:17
doesn't have to stay there
00:28:20
let's see
00:28:27
yeah it might be kind of cool maybe just
00:28:29
pull it out a touch
00:28:34
and of course we can always change the
00:28:35
scale of our building
00:28:37
you know after we've made it we can
00:28:38
scale it up and down if we need to but
00:28:40
just trying to work out a good base
00:28:41
scale
00:28:42
all right i think that that will
00:28:45
probably
00:28:46
work pretty well so let's let's go and
00:28:49
have a look at our building now i'm just
00:28:50
going to
00:28:51
just going to copy this i'm going to
00:28:52
build it down here
00:28:54
out of the way and here we go here's our
00:28:58
building
00:28:59
so first thing i'm going to do is build
00:29:02
a frame
00:29:03
i'm going to start by placing some boxes
00:29:05
around and this this kind of serves as
00:29:06
my template
00:29:08
but i'm going to place
00:29:11
some boxes around
00:29:14
for the frame so this is going to kind
00:29:16
of be the vertical so let's go maybe 0.1
00:29:19
by 0.1 just keep it all uniform raise it
00:29:22
up
00:29:24
template actually probably
00:29:27
zero five by zero five from looking at
00:29:29
the scale
00:29:32
okay so to get this box to sit perfectly
00:29:34
on the ground i'll just copy the height
00:29:36
and paste relative reference divide by
00:29:38
two
00:29:39
and that will always no matter what um
00:29:42
no matter what i scale this now it'll
00:29:44
always sit on the ground
00:29:47
now if i move this to one side
00:29:50
and use the copy copy and transform node
00:29:54
i'm just going to transform this
00:29:58
across and by increasing the number i
00:30:01
can create
00:30:02
a nice kind of procedural frame so
00:30:06
let's go like that doesn't have to
00:30:07
perfectly match the box that we created
00:30:09
so there we go and then if i take that
00:30:12
actually i don't need to do another copy
00:30:14
i can just do a transform like this
00:30:18
and just even it's 180 that
00:30:24
and merge it back with our original
00:30:28
there we go so we've got two sides now
00:30:32
and now we can do you know some cross
00:30:36
beams maybe let's just duplicate this
00:30:37
one
00:30:39
and break that and rotate it
00:30:43
by 90
00:30:46
okay and now we could do
00:30:51
what's like x and then pull out like
00:30:55
this
00:30:58
like this
00:31:03
okay move down
00:31:07
now because i know the end goal of this
00:31:10
is going to be
00:31:11
rbds i need to make sure well it's
00:31:14
important to
00:31:15
kind of keep things non-intersecting so
00:31:17
just
00:31:18
when i'm doing this i'm going to just
00:31:21
sort of position it
00:31:23
look at front view or
00:31:26
was it front views 4 i think there it is
00:31:29
so just look at that position and just
00:31:32
sort of butt it right up against but not
00:31:36
not through it and that will then
00:31:40
you know be constrained so we'll
00:31:41
constrain that on let's run another copy
00:31:44
here
00:31:45
and instead of traveling that way i'm
00:31:48
going to
00:31:49
travel upwards
00:31:52
there we go
00:31:56
so the cool thing about doing it this
00:31:57
way is i can adjust these later if i
00:31:59
want to
00:32:01
change the height you know do all sorts
00:32:04
of things like that looks like i need to
00:32:05
change my
00:32:06
original length so i'll just pull that
00:32:09
out
00:32:10
like that and
00:32:13
we could also make this one smaller so
00:32:15
you know it's a bit
00:32:16
less of a um chunky
00:32:19
beam it's not kind of exactly
00:32:23
you know how you would build something
00:32:24
but it's kind of yeah it's kind of going
00:32:26
to be fine for what we need
00:32:28
and then again we could rotate this
00:32:29
around or in fact what we could do is
00:32:32
merge this in here with this side so we
00:32:35
kind of build a whole side
00:32:38
first so like that and then we do our
00:32:41
rotation so it rotates the entire
00:32:43
kind of side so we're basically creating
00:32:45
a mirrored building
00:32:48
so we might do that right at the end
00:32:52
okay now cladding so the good
00:32:55
the thing that you kind of keep in mind
00:32:57
when you're doing these things for rbds
00:32:58
is like
00:32:59
how many pieces do you want do you want
00:33:02
lots lots of pieces in your simulation it
00:33:04
looks better if things break up into
00:33:06
lots more pieces so instead of just
00:33:08
doing big long boards and probably these
00:33:10
these big long ones as well could be
00:33:12
shorter
00:33:13
but instead of doing big long weather
00:33:15
boards i'm going to just do really short
00:33:17
weather boards
00:33:18
so take this one here and
00:33:21
i'm going to pull it down like this
00:33:28
and let's just zoom it right out like
00:33:31
that there we go
00:33:34
and then i'm actually going to rotate
00:33:35
this one here
00:33:37
let's just template that and pull it out
00:33:40
like this so it's going to be on an
00:33:41
angle
00:33:45
probably make it quite thin
00:33:49
let's check
00:33:53
just set it flush against let's move it
00:33:55
right down
00:33:58
and then
00:34:02
change the angle a little bit there we
00:34:03
go and then when i do a copy on this one
00:34:11
you'll see i get that kind of
00:34:12
weatherboard effect
00:34:15
and actually if i change the original
00:34:17
angle a little bit more
00:34:19
and try and get them overlapping better
00:34:21
without intersecting
00:34:27
and then drop that down there we go
00:34:29
something like that
00:34:30
should work pretty well go up
00:34:35
like that
00:34:41
and then we can copy across as well so
00:34:46
zero that one and then go across
00:34:56
leave some gaps or we could just have
00:34:57
those but right up against each other
00:35:02
something like that would be fine
00:35:06
and then almost makes it so let's
00:35:10
let's just extend our weather board a
00:35:12
little bit so that we fill that gap
00:35:14
now one thing you can do with these to
00:35:15
make this slightly more procedural is to
00:35:17
take actually the
00:35:19
the proper length and put it into the
00:35:21
copy so
00:35:23
the height is fine but i'm going to
00:35:25
increase the length of this box here
00:35:30
like that until it meets the edge here
00:35:32
so you can see
00:35:33
as i take that down there we go it meets
00:35:36
the edge although
00:35:37
actually probably i don't need to go
00:35:39
that far
00:35:40
because it will kind of overshoot as i
00:35:42
adjust this but what i can do is take
00:35:44
this here
00:35:45
copy and paste it into the translate as
00:35:49
a relative reference
00:35:50
and then you can see that it's going to
00:35:53
offset by the appropriate amount and
00:35:55
then i come back here and adjust this
00:35:58
and you can see it's perfectly adjusting
00:36:00
the copy and transform
00:36:03
based on the scale so i'm adjusting the
00:36:05
scale here but it's also adjusting the
00:36:06
transform
00:36:08
so there we go
00:36:12
that's not too bad
00:36:19
it's pretty good we could probably go up
00:36:20
one more as well
00:36:24
maybe and then again
00:36:28
you know we can merge all that together
00:36:31
with this
00:36:33
like that into our transform to get it
00:36:36
onto the other side
00:36:37
and then we've got two walls so that's
00:36:40
pretty good
00:36:41
let's now go and
00:36:44
have a look at what else we could do so
00:36:47
we're gonna build
00:36:48
uh we're gonna build a roof so
00:36:51
something to uh with lots of panels on
00:36:53
it they can get
00:36:54
get sort of torn off so let's
00:36:58
first what i'll do i think is
00:37:02
take one of these boxes
00:37:06
and just start laying it kind of across
00:37:10
so i'll move it up here rotate it around
00:37:18
whoa it's a bit weird sometimes working
00:37:21
in the viewport you grab the wrong
00:37:23
hand or you grab two and you get some
00:37:25
weird kind of results
00:37:27
but let's just do something like this
00:37:40
so you know very quickly you can start
00:37:42
to assemble
00:37:43
a procedural building that's going to
00:37:45
work really well actually i'm going to
00:37:46
sit this inside
00:37:48
so it sits on the frame here it's going
00:37:50
to work really well as a kind of
00:37:51
destruction and then we're going to set
00:37:54
up constraints as well so we can
00:37:56
constrain all these things together
00:37:57
because
00:37:58
at the moment what's going to happen is
00:38:00
that they're all just going to you know
00:38:01
if we just run this through
00:38:02
rbd simulation and we'll we will we'll
00:38:04
check it see how it's
00:38:06
performing but if we run it without
00:38:09
any
00:38:12
any constraints it's just going to
00:38:13
collapse in a heap
00:38:15
so constraints are what's going to make
00:38:17
this kind of
00:38:18
a bit more interesting and you know
00:38:20
there's probably too many
00:38:22
poles there but it's going to look
00:38:24
better if we have more so
00:38:26
i think i'll just leave that and this
00:38:27
one isn't going to run through the
00:38:28
transform so i'm just going to merge
00:38:30
this one
00:38:31
through like this uh
00:38:34
there we go so now we've got a kind of
00:38:36
um
00:38:37
ceiling and then we're going to do some
00:38:39
roof trusses i guess so
00:38:42
let's again copy a box
00:38:45
just template the ceiling and now i'm
00:38:48
going to rotate
00:38:52
and create some kind of frame here
00:38:56
for the roof as you can see i'm
00:39:00
i am no builder um but
00:39:04
it is kind of you know it is kind of
00:39:05
good to try and follow
00:39:07
um building principles as
00:39:11
much as possible it doesn't have to be
00:39:13
perfect but
00:39:14
you kind of want to you kind of want to
00:39:16
give the illusion that this thing is
00:39:17
real and has been constructed so
00:39:20
having those things like trusses and you
00:39:22
know all the kind of
00:39:23
things that you might find in a building
00:39:25
now we can just copy this copy here and
00:39:28
then we've got that these are all pretty
00:39:30
chunky so we might
00:39:32
might need to just adjust some scale
00:39:35
maybe
00:39:37
that's the cool thing about the copy is
00:39:38
we only have to do it on one
00:39:42
let's make these a bit thinner and
00:39:44
actually what we'll do
00:39:45
with these i don't want them to
00:39:48
intersect but
00:39:50
i'm gonna have them like overlap like
00:39:52
that or something
00:39:58
just rest on there
00:40:02
there we go that might be cool all right
00:40:04
so let's
00:40:05
let's run this through the rotate
00:40:07
because this one is going to be a
00:40:09
mirrored
00:40:11
function so there we go jump back
00:40:18
every architect would be proud until
00:40:20
until you know we
00:40:21
try and make this stand up and it falls
00:40:23
in a heap death trap
00:40:25
uh all right let's get a i can't
00:40:27
remember what that's called the center
00:40:29
center post oh look out our rotation
00:40:32
actually
00:40:33
has done not a great thing where it's
00:40:35
created an offset
00:40:36
probably because this is slightly offset
00:40:38
from the world you can see that there
00:40:41
here's the world and here's the start of
00:40:43
the beam so it's actually kind of
00:40:45
uh flipped it which is right but it
00:40:48
hasn't done a great job of it so let's
00:40:50
mirror
00:40:51
instead let's see if mirroring actually
00:40:53
works better
00:40:55
um direction is said
00:41:00
yeah that's right maybe i should offer a
00:41:01
service for uh for architects
00:41:04
destroy your building design while you
00:41:07
wait
00:41:08
um so there we go that works better the
00:41:11
mirror
00:41:12
although one thing with the mirror
00:41:14
sometimes it flips normal so you do have
00:41:15
to be careful with that
00:41:17
uh okay so let's put a kind of central
00:41:21
especially if it's filled with sharks
00:41:23
that's right that will be the
00:41:25
the pista resistance um
00:41:28
so yeah let's let's put a
00:41:32
big kind of center piece in there
00:41:37
just to hold everything up another merge
00:41:41
so you know if you're not familiar with
00:41:43
modeling in houdini this is the kind of
00:41:44
way
00:41:45
i mean really i'm just placing boxes
00:41:47
around here so i'm not really using too
00:41:49
many modeling tools
00:41:50
but um you know this is the way your
00:41:52
model kind of ends up looking a bunch of
00:41:54
mergers and lots of different operations
00:41:57
and then
00:41:58
you know you can collapse that down if
00:42:00
you want to into a subnet
00:42:03
um but it's it's really handy because i
00:42:06
can go back at any point and
00:42:07
access any one of these you know little
00:42:10
setups and make an adjustment if i need
00:42:11
to
00:42:13
okay so let's do this nice big long one
00:42:16
in the center oops
00:42:20
like that some of these long pieces will
00:42:23
probably need to fracture
00:42:25
because you don't want this big long
00:42:28
beam flying around it'll just be too
00:42:30
too big so let's do something like this
00:42:34
and then what we can do now is actually
00:42:37
do our first little bit of
00:42:39
actual proper modeling which is just to
00:42:41
pull these
00:42:44
pieces in line for the top
00:42:47
so what we could do there is just put an
00:42:50
edit down
00:42:52
before the copy because we're just going
00:42:53
to edit this one box
00:42:56
and let's just hit the select
00:42:59
where's our there it's there so i'm
00:43:02
gonna set it to points
00:43:04
select this point here transform
00:43:07
and just move it up i'm gonna try and
00:43:10
maintain
00:43:11
the thickness all the way through
00:43:15
and you can see because i'm mirrored
00:43:17
that's happening on both sides
00:43:19
i want to make sure that i'm not
00:43:20
intersecting
00:43:23
the escape have a look at that copy
00:43:27
you can see it's done for all of them
00:43:30
just a very small change has made that
00:43:32
you know work a lot better
00:43:33
we could do the same thing down here if
00:43:35
we wanted to sit those on there or if we
00:43:36
wanted to adjust this but i think that's
00:43:38
that's kind of okay and there we go
00:43:43
it's starting to look like a you know
00:43:47
some sort of simple building farm
00:43:50
building
00:43:51
now let's get some roofing on there so
00:43:53
for the roofing i'm going to
00:43:55
use um probably what i'll do
00:43:58
is start with just grids
00:44:02
and the reason being i was thinking you
00:44:04
know maybe i'll make some corrugated
00:44:06
iron and and have have that corrugation
00:44:09
in there and i will do that but
00:44:11
first of all i'm going to base it on a
00:44:14
grid
00:44:16
because i'm thinking when i come to the
00:44:17
simulation and that's why it's always
00:44:19
good you know to think about the
00:44:21
simulation when you're doing
00:44:22
this i don't really want to simulate
00:44:24
with a high-res
00:44:25
kind of corrugated
00:44:28
metal or a corrugated model because it's
00:44:31
going to be quite
00:44:33
you know quite a lot of polygons and the
00:44:36
less polygons you have to deal with
00:44:38
the better so let's
00:44:42
place that we can check the angle
00:44:44
because we've set the angle on this one
00:44:45
we can actually copy that
00:44:46
minus 38 there we'll copy this whole
00:44:48
thing actually
00:44:50
copy paste oh no just that one looks
00:44:53
like we need
00:44:55
sort of that one there copy parameter
00:44:58
paste values and then that will be the
00:45:00
same angle
00:45:02
we could make that a relative reference
00:45:04
if we really wanted to
00:45:06
but i don't think we need to go that
00:45:07
crazy
00:45:09
and then let's make this
00:45:13
on the roof but i'm not going to do the
00:45:16
full length for each one because again
00:45:18
i i like this to be in lots of different
00:45:21
sections so we see that
00:45:23
okay and let's make it kind of
00:45:27
the width of one of those
00:45:30
separations so let's go down here we'll
00:45:32
put it
00:45:34
like that and copy and transform again
00:45:39
copy and transform
00:45:43
and we're going across actually we're
00:45:45
going negative x
00:45:46
so let's take our width here's our long
00:45:50
width here
00:45:51
copy we're going to paste that in x
00:45:54
space really reference but actually it
00:45:55
sends it the wrong way
00:45:59
and yeah it's a little bit it's not
00:46:00
quite right actually uh oh actually i
00:46:02
grabbed the wrong one
00:46:03
i grabbed the height i want this one
00:46:06
pasted really referenced but it's
00:46:07
actually sending it the wrong way
00:46:09
because i placed it kind of um
00:46:13
in the positive x and i need to send it
00:46:15
down negative
00:46:16
so what i can just do is just multiply
00:46:19
that by a negative one and it will send it
00:46:21
the other way
00:46:23
okay so we've got our kind of
00:46:28
grid's going it's not quite meeting this
00:46:29
end one so that's a little bit
00:46:31
interesting let's create a little offset
00:46:32
here so you could even add
00:46:34
um so let's put a plus in here first so
00:46:38
we'll offset
00:46:39
0.1 and then so we'll put all of that in
00:46:42
brackets and then times it by negative
00:46:44
one
00:46:45
so point one is too much 0.01
00:46:52
well thank you for uh thank you for
00:46:54
enduring this uh
00:46:56
this journey through procedural modeling
00:46:58
audrey
00:46:59
um grabs one i don't even know what i
00:47:03
did i can't remember
00:47:04
um so it looks like the
00:47:08
i guess the width is kind of different
00:47:10
so the offset is
00:47:11
getting worse and worse as we go down or
00:47:15
it's worse towards the center and that
00:47:16
starts to come good again
00:47:18
so i'm not sure what not sure what i've
00:47:20
done there but
00:47:21
maybe let's just try and adjust
00:47:26
see if we can make it work
00:47:32
it's so weird i guess it doesn't really
00:47:34
matter
00:47:35
let's let's not create the offset let's
00:47:38
leave the offset off
00:47:41
it doesn't really matter that it you
00:47:43
know it's overlapping or
00:47:44
that it doesn't quite line up to these
00:47:46
panels um
00:47:47
so take that down and then i'm going to
00:47:50
move this over so it's overlapping there
00:47:56
there we go so
00:48:00
we got our panels there and let's now
00:48:05
probably what i'll do is let's see
00:48:08
if i put another copy and transform
00:48:14
i'm going to just shift this
00:48:17
down so down and
00:48:21
across like this actually that might be
00:48:25
a little bit tricky so let's
00:48:27
let's try because we've got this we've
00:48:29
got this control here for the grid so i
00:48:31
might just
00:48:32
actually duplicate the grid create a
00:48:35
second whoops
00:48:37
pick transform only just create a second
00:48:40
one here
00:48:41
like that that might work better we
00:48:44
could even make this one slightly
00:48:46
smaller
00:48:50
put another copy on there and then just
00:48:53
just duplicate this whole thing and do
00:48:56
the last one like this
00:49:01
line it up oh
00:49:07
what am i animating uh i'm not animating
00:49:10
anything donald uh thanks for thanks for joining
00:49:12
me um i'm not animating anything at the
00:49:14
moment
00:49:15
what i'm doing is just building a
00:49:18
quick kind of simple
00:49:21
house model or shed
00:49:24
barn type model to be destroyed
00:49:28
by uh a tornado
00:49:31
so there's our there's our roof material
00:49:35
so here's our tornado up here for anyone
00:49:38
that kind of joined
00:49:39
uh later so this is our tornado model
00:49:44
that we've created or simulation i
00:49:46
should say it's a bit of a tube but
00:49:48
uh you know it'll it'll do for now
00:49:51
so we're going to kind of put this
00:49:54
building in the path of the tornado and
00:49:56
destroy it
00:49:58
so i'm just building it in a way
00:50:01
that is going to look best when we take
00:50:04
it into
00:50:05
like a rigid body simulation and we're
00:50:06
almost
00:50:08
ready to test it so what i'm going to do
00:50:12
it looks like i've got some some stuff
00:50:14
going
00:50:15
through here you can see here i've got
00:50:18
maybe the angle
00:50:19
changed or maybe just the position needs
00:50:21
to come up
00:50:22
slightly there we go
00:50:27
just need to make sure there's no kind
00:50:29
of intersections and then this one again
00:50:31
i can mirror
00:50:33
so take all of those and mirror those to
00:50:35
the other side
00:50:37
and then merge those back together
00:50:43
that's right it's all about scale with
00:50:45
this stuff
00:50:46
um you know the tornado is a really
00:50:49
massive thing and this building is just
00:50:51
going to be completely you know kind of obliterated
00:50:54
uh we don't have any
00:50:56
wall here yet but let's let's have a
00:50:58
look now so what i'm going to do is put
00:51:00
an assemble down
00:51:01
and an assemble will detect
00:51:04
whether each one of these pieces i'm
00:51:05
just going to save actually it's
00:51:07
probably a good time to save
00:51:09
tornado elephant bonanza version 5.
00:51:13
so what the oh look there's a few more
00:51:16
intersections i need to fix
00:51:18
what the assembler is going to do is
00:51:19
look at connected geometry so all these
00:51:21
pieces that i've created are
00:51:22
not connected to each other so the box
00:51:25
is connected to itself but then
00:51:27
each box is separate from each other so
00:51:30
that then gives me the ability for when i go
00:51:32
into rbds
00:51:34
create pact and then i end up with 418
00:51:37
different pieces it's called frac packed
00:51:39
fragments
00:51:40
so i've got 418 different pieces so
00:51:43
let's just fix this
00:51:44
quickly this little intersection that's
00:51:46
happening here
00:51:51
i'm just gonna transform that up a
00:51:53
little bit
00:51:54
and this one too
00:51:58
there we go now i can show you you know
00:52:01
what i planned for this as well just
00:52:02
before we do that
00:52:04
what i'm planning is with this grid here
00:52:06
i can just
00:52:07
take so if i just click
00:52:12
on these select actually i'm going to do
00:52:14
it on every
00:52:16
second one i could group let's try group
00:52:19
uh group by range actually that's not gonna
00:52:23
work uh so yeah what a what i'm thinking is
00:52:26
if i grab
00:52:27
each sort of ring here
00:52:31
uh what am i doing ctrl shift a
00:52:34
like this or each loop every second one
00:52:39
i guess maybe that one as well and i
00:52:42
move these so if i
00:52:44
hit the transform puts an edit down and
00:52:45
then i can move these up
00:52:48
and i get my kind of ripple
00:52:52
shape and then that will just pass
00:52:54
through into the copy
00:52:56
and there you go you can see i've got my
00:52:57
corrugation it's a little bit simple
00:53:00
but the cool thing is these grids all
00:53:02
have the same
00:53:04
kind of orientation and dimensions so i
00:53:06
can just copy this edit onto these even
00:53:08
though i've changed the scale of some of
00:53:10
these
00:53:11
that all just populates and looks
00:53:14
good there's kind of weird overlaps
00:53:16
going on here
00:53:17
but that's all right it's fine so
00:53:20
here's my assemble 418 pieces let's put
00:53:24
it into a rigid body
00:53:27
what is it called rbd bullet solver the
00:53:29
slot based one
00:53:31
and this i find this is really good for
00:53:33
testing sometimes it's not great for
00:53:34
doing complex stuff but
00:53:36
we can just very quickly turn on
00:53:40
ground plane and because i've
00:53:43
turned this i've put my assemble down
00:53:45
giving them all a name in fact i don't
00:53:46
even think
00:53:47
i need to do that um thanks harik
00:53:51
uh i don't even think i need to do the
00:53:52
assemble to run it through this slot
00:53:54
based on it actually
00:53:55
if you um explore in this tool
00:53:59
here here here is where the geometry is
00:54:02
coming in and it actually has
00:54:04
an assemble in there creating name
00:54:05
attributes uh
00:54:07
set name if needed there's some some
00:54:09
code to do that
00:54:10
so it actually does it for you if you
00:54:12
don't have one but i think it's a good
00:54:13
idea to do it
00:54:15
so let's just hit play and see what
00:54:16
happens
00:54:19
nothing view flag
00:54:22
boom there we go look at that
00:54:26
it's a beautiful thing and my
00:54:28
construction actually um
00:54:29
isn't too bad because it it does kind of
00:54:32
stay upright for a little bit
00:54:33
although all these pieces kind of
00:54:35
collapse
00:54:37
but yeah i vote to give a 19th century
00:54:40
vibe to it
00:54:41
maybe i'll put some uh some unnecessary
00:54:43
decorative elements in
00:54:45
um at the last moment but there you go
00:54:49
you know you can see
00:54:50
that it kind of how it's going to work
00:54:53
how it's going to behave
00:54:54
it's obviously just going to fall down
00:54:56
at the moment
00:54:58
but if i turn off gravity
00:55:02
and hit play oh it still explodes
00:55:06
and you know what that tells me it tells
00:55:07
me that there's intersections
00:55:10
when when it's exploding like that so
00:55:13
i'm gonna build this actually so that i
00:55:15
can do a little bit more complex stuff
00:55:18
i'm gonna build this in a net and this
00:55:20
will give me a little bit more control
00:55:22
so i'm going to go bullet solver
00:55:24
um yeah it's it's pretty cool uh just
00:55:27
building a model and then running it
00:55:28
into the board so
00:55:30
quite often i'll just do that as i'm
00:55:33
building just to test and see
00:55:34
what's going on so here i'm i'm setting
00:55:38
up my own rbd solver now so i'm going to bring in
00:55:40
an rbd packed object
00:55:44
and i'm just going to point that to
00:55:45
first context that brings in my building
00:55:48
and then i'm going to put down a ground
00:55:50
plane
00:55:53
because we want it to collide with the
00:55:54
ground and if i just hit play on that
00:55:58
yeah we can see it's doing the same
00:56:00
thing so it's exploding that does
00:56:02
tell me that there's intersections or
00:56:04
let's check out
00:56:05
guide geometry oh look there's some
00:56:07
weird stuff going on here
00:56:09
with our guide i don't know why these
00:56:12
ones happen to be really inflated
00:56:16
um might be something to do with the
00:56:18
mirror maybe
00:56:19
let's turn this on create convex hole
00:56:21
per set of connected primitives
00:56:23
yeah i don't know that's odd all the
00:56:25
other ones are fine if we turn off the
00:56:27
display geometry you can see all the
00:56:28
other ones are fine
00:56:30
but these ones here for some reason
00:56:33
and these ones at the top and obviously
00:56:36
on the other side because we've mirrored
00:56:37
our geometry
00:56:39
those are weird
00:56:42
so what is going on there
00:56:48
where is it here here's our copy
00:56:51
geometry
00:56:52
and perhaps there's an intersection
00:56:56
yeah weird how did i change the inputs
00:57:00
for the merge so quickly
00:57:01
uh like do you mean like this on my
00:57:04
ground plane
00:57:08
shift r you can also do it up here
00:57:12
you can click these and it shifts it
00:57:13
around blackmagic that's right
00:57:15
um shift up it's gold
00:57:19
uh it becomes slightly more slightly
00:57:22
more difficult when you have multiple
00:57:23
inputs so
00:57:24
you can see it kind of changes the order
00:57:26
of the inputs
00:57:28
which isn't always a problem but
00:57:29
sometimes it can be hard to get the
00:57:31
exact input in the right
00:57:32
order if you want that but you can see
00:57:35
here like if i really wanted to put my mirror
00:57:38
in the center input of this merge
00:57:40
for whatever reason i could do this
00:57:43
where i actually
00:57:44
you know i can shift the order here to
00:57:47
be a bit more precise
00:57:48
and then i can put my mirror right in
00:57:50
the center or yeah i can move my copy
00:57:52
there and
00:57:54
you know flip them around there you go
00:57:55
so they're all ordered otherwise doing
00:57:57
shift r kind of you know can be a little
00:57:58
bit
00:57:59
challenging so there you go
00:58:03
good tip that's a lifesaver that one um
00:58:06
so yeah i don't know what's going on
00:58:08
here let's let's go back and have a look
00:58:14
why i wonder if there's a slight
00:58:17
intersection that's causing it let's
00:58:20
just
00:58:22
create a little offset
00:58:25
plus 0.01
00:58:29
0 0 1. we're working a very small scale
00:58:32
here let's have a look at that
00:58:34
see if it makes any difference reset
00:58:38
no that's really weird
00:58:42
i'm going to change the collision
00:58:43
padding and take it down
00:58:45
so because we're working at really small
00:58:49
scale sometimes the collision padding
00:58:51
does need to be adjusted and we probably
00:58:53
will scale this model up actually to do
00:58:55
the rbd sim
00:58:57
because rbds don't tend to work too well
00:59:00
at small scales maybe that's the issue
00:59:02
anyway so let's hit play now with the
00:59:06
collision padding
00:59:07
adjusted and see if it still explodes
00:59:11
and there we go doesn't fall down and it
00:59:14
doesn't
00:59:15
doesn't separate so that's great that's
00:59:17
all it was collision padding
00:59:19
for whatever reason all the others are
00:59:20
fine but those ones
00:59:22
are not i don't know why um
00:59:25
so yeah that reminds me before i do
00:59:28
anything
00:59:29
i'm going to scale this up
00:59:33
transform now it's it's going to make
00:59:36
things slightly more difficult
00:59:37
interpolating
00:59:38
um some of the values actually
00:59:42
yeah let me leave it off for now but
00:59:43
i'll see if i can get this working like
00:59:45
this
00:59:46
because i just realized i've got my
00:59:47
tornado as well
00:59:49
i would have to scale that up that might
00:59:51
cause some problems
00:59:52
so i'll leave it at this scale and we'll
00:59:54
see if it works
00:59:55
and if it does a problem we can scale it
00:59:57
up but as a rule
00:59:59
bullet does tend to work better at ten
01:00:01
time scale or
01:00:03
larger scales so yeah i
01:00:06
i find scaling up is always a good way
01:00:08
to solve a lot of problems
01:00:09
so what we're going to do with our
01:00:11
simulation here
01:00:12
is take our tornado velocities you can
01:00:15
see if i middle click
01:00:16
we've got our pyro sim here it's got all
01:00:18
these velocities in it
01:00:20
coming out of the simulation so you can
01:00:22
see vel x
01:00:24
y and z we've got this velocity field
01:00:27
i've got this null here that's out
01:00:28
tornado vowels but i'm going to put a
01:00:30
blast down
01:00:31
and actually blast everything but the
01:00:33
velocity field so at
01:00:35
name name equals vel.star
01:00:39
and delete non-selected and then i'll be
01:00:41
left with just val
01:00:42
dot x y and z and then
01:00:46
then come down here i'll plug this in i
01:00:50
can reference the null if
01:00:52
if not but sometimes easier to just
01:00:54
reference the inputs
01:00:56
so i'm going to come in here and because
01:01:00
the way that bullet works each piece is
01:01:03
kind of a
01:01:04
single point with geometry instance onto
01:01:06
it you can see when i turn on point
01:01:07
display
01:01:08
i don't get points where the geometry
01:01:11
has points
01:01:12
i get a point in the centroid of each
01:01:14
piece
01:01:15
so because bullet thinks that every
01:01:18
object is a point
01:01:19
i just realized i'm finally frozen my
01:01:21
camera's finally given up so i'll switch
01:01:24
switch to camera two because
01:01:27
bullet treats every piece as a single
01:01:29
point
01:01:31
uh i can use pop tools so you know you
01:01:34
can use pop force
01:01:36
do whatever you like so i can add a pop
01:01:37
force in there and
01:01:39
add noise to these if i want and it will
01:01:41
it will kind of solve oh let me just
01:01:43
make sure that i've got this set to
01:01:46
active
01:01:48
oh let's crank this up i wonder why
01:01:50
that's not working
01:01:53
my view flag's in the right spot hit
01:01:55
play
01:01:57
uh
01:02:01
look at that budget multiple cameras
01:02:02
that's right camera one camera two
01:02:05
camera one is uh infinitely better than
01:02:07
camera two in terms of quality but
01:02:09
uh in terms of performance it's a it's a
01:02:12
shocker
01:02:13
uh oh pop force i can't wire it in like
01:02:15
that i'm
01:02:16
so silly so what i'm gonna do here is
01:02:18
put down
01:02:20
instead of the bullet solver you have
01:02:22
this rigid body solver it's super
01:02:23
confusing because there's also
01:02:26
the rbd solver which is different and
01:02:28
you don't want to use that one
01:02:30
but the rigid body solver has the
01:02:33
ability to change between
01:02:34
rbd and bullet bullet is always the one
01:02:37
that we want to use
01:02:38
but it has these extra inputs
01:02:41
um for pre-solve and
01:02:44
post solve so that is where the pop
01:02:47
force would go and now we'll see
01:02:50
that i cranked my amplitude up to see if
01:02:52
it was working
01:02:53
and you can see you can add pop forces
01:02:56
in there so we can do all sorts of crazy
01:02:58
stuff with pop forces let's put our view flag here
01:03:00
we'll get our ground plane interaction
01:03:02
going
01:03:03
so we could we could use that but
01:03:06
what we're going to do is pop a vect by
01:03:10
volumes so we've got our volume our velocity
01:03:13
field
01:03:14
and here we can choose second contact so
01:03:16
that's great but if i couldn't do that i
01:03:17
would do
01:03:18
stop and i would path to out tornado
01:03:21
valves
01:03:22
sometimes that's better to do that
01:03:23
because it comes when someone's looking
01:03:25
at this it becomes very clear what what is being
01:03:29
brought in so
01:03:30
i'll leave it like that and let's just
01:03:32
hit play and see what happens it'll be
01:03:34
a bit slower now because we're
01:03:36
processing this
01:03:38
velocity this huge velocity grid we're
01:03:40
bringing that into our simulation every
01:03:42
frame so it will be a bit slower and hit save
01:03:44
just in case
01:03:46
never know oh it's not too bad and
01:03:49
oh look at that off our building goes
01:03:52
and up into the sky
01:03:56
and look it's starting to swirl
01:04:00
now it's a beautiful thing so
01:04:03
you know it's as easy as that to get
01:04:05
rbds to follow pyro
01:04:08
don't need to do anything basically just
01:04:10
plug that in and
01:04:11
off you go and and in fact i could have
01:04:13
done this
01:04:14
in this in the simplified
01:04:18
slot based net as well
01:04:21
but i just want a bit more extra control
01:04:23
because i am actually going to do
01:04:25
some constraints now i don't want this
01:04:27
thing just kind of
01:04:30
yeah that's right it's ascending to wood
01:04:33
heaven um
01:04:34
i don't want this thing to just
01:04:35
disintegrate immediately like this i
01:04:37
want there to be some resistance
01:04:39
and perhaps some of the frame to be left
01:04:42
behind
01:04:44
you know and i don't want this kind of
01:04:46
happening where i've got things just
01:04:48
sort of floating in space so
01:04:51
i'm going to go now and set up some
01:04:53
constraints to hold this together a bit
01:04:54
more
01:04:56
but you can see it's it's got that
01:04:57
feeling these pieces all flying off
01:05:00
the weatherboards and it all looks cool
01:05:02
because we made it in lots of different
01:05:03
pieces
01:05:04
so so that one in space
01:05:08
yeah that's right it looks like it's in
01:05:10
space um
01:05:12
so let's have a look let's
01:05:15
let's have a look at this together so we
01:05:16
can get an idea of kind of
01:05:19
how we're how we're looking with our
01:05:21
tornado
01:05:22
in terms of scale and performance so
01:05:24
come up here
01:05:26
here is my tornado
01:05:34
and it's happening very quickly as well
01:05:38
so i might want to delay
01:05:39
that for a little bit because that
01:05:41
tornado is barely formed
01:05:43
at this point i might even just start
01:05:44
the simulation much later
01:05:46
um but you can see it's it's all getting
01:05:48
kind of
01:05:50
you know carried up into
01:05:54
there we may even you know we may even
01:05:56
be able to just filter out this
01:05:57
low-lying stuff as well so that it only
01:05:59
really happens when the tube gets close
01:06:01
i don't know
01:06:02
we'll have a look at that um but let's
01:06:05
let's set up some constraints
01:06:07
so that this thing does not just blow
01:06:10
apart completely
01:06:11
so the first thing that we're going to
01:06:13
do is we've got our assemble here i'm
01:06:15
going to turn off create pack geometry
01:06:17
which is
01:06:18
we need it but i'm going to create the
01:06:20
name first
01:06:21
and then from there i could just do this
01:06:24
connect adjacent pieces
01:06:28
like this and what you'll see is that i
01:06:30
get a whole bunch of little lines
01:06:33
connecting geometry together
01:06:36
so the way that this works is it takes
01:06:38
this name attribute that's been
01:06:39
generated here
01:06:41
and it connects those pieces together
01:06:44
just creates a little primitive
01:06:45
joining those two together and on those
01:06:47
primitives is the name attribute of the
01:06:49
pieces that it's connecting
01:06:51
so let's take the radius down so it's
01:06:54
not looking too
01:06:55
far we don't want these to be super long
01:06:56
connections
01:06:58
i want them to be really tight like uh
01:07:00
you know they're gonna
01:07:01
kind of take the place of nails
01:07:03
essentially
01:07:04
so let's let's look at that first
01:07:06
there's got a lot of constraints on this
01:07:07
side which is weird
01:07:09
um but not so many on this side so
01:07:11
that's kind of
01:07:12
uh it's a little bit odd to look at why
01:07:16
that might be
01:07:22
what are you doing there to do some
01:07:26
pieces
01:07:28
i think it's i think it's the connection
01:07:30
between the
01:07:37
i don't know what's going on there it's
01:07:38
kind of weird i'm not sure why it's
01:07:40
giving me the top
01:07:41
piece here it's very strange
01:07:45
uh anyway let's let's see it's probably
01:07:47
fine um
01:07:48
ideally yeah i'd like to see the same
01:07:50
thing on both sides because this is a
01:07:52
mirrored building but you know whatever um so
01:07:57
the easiest way that i create these is
01:07:59
just using an attribute wrangle
01:08:01
you just need to set some attributes
01:08:02
it's a string attribute a primitive
01:08:04
attribute
01:08:05
set to string so s
01:08:08
at name or sorry s at constraint
01:08:12
underscore name equals and this is just
01:08:15
going to be i don't know i'll just call
01:08:17
this like
01:08:18
uh what do i want to call this
01:08:21
uh soft because i think this will be a
01:08:23
soft constraint
01:08:29
and then the next constraint attribute
01:08:31
is constraint
01:08:33
underscore type and here you can set
01:08:36
things like um pause
01:08:40
for position constraint rope for rot for
01:08:43
rotational constraint
01:08:44
or all for both position and rotation
01:08:47
so i'll do all first and we'll see how
01:08:49
that performs
01:08:50
and then i'm going to create a null here
01:08:54
and put
01:08:57
out constraint network
01:09:04
and then i can plug it into the third
01:09:05
input as well um
01:09:07
heidi says could you talk about your
01:09:09
past project experience a little bit
01:09:11
yeah sure um so i've
01:09:14
i've been a visual effects artist for
01:09:16
around 15 years um and
01:09:20
worked you know predominantly in film
01:09:23
for that time but i've also worked in
01:09:25
kind of games
01:09:26
uh not not games so much but games cut
01:09:29
scenes you know pre all pre-rendered
01:09:31
stuff so that's kind of where i started and
01:09:34
then
01:09:35
my my first um my first
01:09:38
film project was in 2011 and that was
01:09:42
ghost rider um two
01:09:46
i think spirit of spirit of vengeance
01:09:48
whatever you want to call it um
01:09:50
and then from there i just you know
01:09:52
progressively worked in in more and more
01:09:53
films so
01:09:55
you can you can look me up on imdb if
01:09:57
you want to but
01:09:58
um yeah you know lots of kind of just
01:10:02
hollywood films action films and
01:10:05
superhero films um game of thrones
01:10:09
you know that sort of stuff i do a lot
01:10:10
of fire and volume work
01:10:13
um mainly but i've done all sorts of
01:10:16
things
01:10:17
um in in my career it's a lot of fluids
01:10:20
as well
01:10:21
rbds are a lot of fun you know i love
01:10:23
love doing rbds
01:10:25
um but yeah so so you know lots of lots
01:10:28
of different film
01:10:29
film work um so i'm trying to think of
01:10:33
think of the things that i've worked on
01:10:35
um
01:10:36
wolverine great gatsby you know i don't
01:10:39
know
01:10:40
you can you can look it up there's
01:10:41
there's quite a lot
01:10:43
game of thrones was definitely one of
01:10:44
the cooler things that i've worked on in
01:10:46
recent years
01:10:47
that was a very tough project
01:10:51
but it
01:10:54
you know it really pushed me to develop
01:10:57
my
01:10:58
fire skills and push the realism that i
01:11:01
was able to get out of
01:11:03
you know doing fire so
01:11:05
[Music]
01:11:08
what i'm doing now is just bringing in
01:11:10
the constraint network that i created so
01:11:11
constraint network
01:11:13
swap path i plugged it into the third
01:11:15
context so i can use that
01:11:17
constraints to create i've created this
01:11:19
soft constraint relationship
01:11:20
and here this name needs to match the
01:11:23
name that i set here so i called it soft
01:11:25
with a lowercase s so i'll just change
01:11:27
that
01:11:28
and then i should see something come in
01:11:31
i've got guide on
01:11:34
got guide options here radius is set to
01:11:36
zero let's put that up
01:11:37
and hopefully if i set this up correctly
01:11:41
you might see something it looks like i
01:11:43
didn't set it up correctly
01:11:46
so let's try and figure out what i have
01:11:48
done wrong
01:11:51
soft soft
01:11:54
what did i do what did i do wrong here
01:11:57
yes at
01:11:59
check my spelling constraint underscore
01:12:02
name
01:12:03
primitive attribute
01:12:06
uh let's check oh that's that's what i
01:12:08
did wrong i didn't pack this geometry so
01:12:10
what i usually do um thanks thanks
01:12:14
feel free to yeah ask questions um about
01:12:16
it i
01:12:17
struggle to remember you know the things
01:12:19
that i've worked on all the time but
01:12:20
um if you have any questions about you
01:12:23
know specific projects or just
01:12:25
just vfx in general feel free to ask
01:12:29
so excuse me so this is what
01:12:34
this is the process that i do because
01:12:36
what is crucial here
01:12:37
with rbds and constraints um
01:12:42
is that you don't change the name after
01:12:44
you've sent off
01:12:46
this path to the constraints because it
01:12:48
uses that name to
01:12:50
join the pieces together via the
01:12:51
constraint so what i do is i create one
01:12:54
assemble which basically creates the
01:12:57
name
01:13:00
and then a second assemble which has the
01:13:02
create name ticked off and then create
01:13:04
pack geometry
01:13:06
um coughing his band in a stream didn't
01:13:09
you know i i did not know
01:13:11
certainly in this in this uh sure i mean
01:13:13
surely in this
01:13:14
yeah this day and age where you know
01:13:17
everyone's everyone's sick coughing you can make
01:13:20
some uh
01:13:21
make some allowances for me audrey um
01:13:24
so uh hoover says what are your thoughts
01:13:27
about the geek nature of the vfx
01:13:31
uh industry to be honest i i know that i
01:13:34
know that it
01:13:35
it worries a lot of people and and
01:13:36
people like
01:13:39
security in their jobs um
01:13:43
but for me it's never really been a
01:13:45
problem the the kind of
01:13:47
gig nature i mean i i worked at you know
01:13:50
the one place for
01:13:51
for a long time um well look at that
01:13:55
crazy so i just forgot to uh
01:13:58
i forgot to give this a rest length
01:14:00
which is really important for soft
01:14:02
constraints
01:14:06
and you can see the pieces are sticking
01:14:07
together now
01:14:09
so uh yeah i it never really bothered me
01:14:14
that you know that that kind of gig
01:14:18
economy uh it maybe is a little bit
01:14:20
different in australia because we have
01:14:22
much fewer um studios
01:14:26
that i guess i guess there was
01:14:30
a little bit less you know of that kind
01:14:33
of moving around
01:14:34
and you know ditching people when when
01:14:36
there was no
01:14:38
no work yeah audrey i mean that i that
01:14:41
was my experience
01:14:42
as well and i think maybe that has kind
01:14:43
of um tainted my view
01:14:46
of of permanent work one of my first
01:14:49
jobs in the industry
01:14:51
uh well my first job actually
01:14:54
was doing games cut scenes and
01:14:58
you know i was made an employee i was
01:15:01
given a permanent position
01:15:03
and then the next week they lost a
01:15:06
project
01:15:07
and they told me i didn't have a job and
01:15:11
they didn't tell me
01:15:12
to my face by myself in an office they
01:15:14
told me in front of everybody
01:15:16
they said you know they called a meeting
01:15:18
a staff meeting
01:15:19
and they were like unfortunately we're
01:15:23
gonna have to let daniel go
01:15:24
and i was just like wow
01:15:27
i was in shock and and gutted you know
01:15:30
because it was my first kind of
01:15:32
first kind of job and it just really
01:15:36
kind of you know um
01:15:39
took my confidence away or you know just
01:15:42
yeah
01:15:43
and ever since then i think i've never
01:15:45
really wanted
01:15:46
a full-time position because i
01:15:47
associated that with like getting fired
01:15:50
um so
01:15:54
yeah it was it was a really awful way of
01:15:57
doing it like it would have been much
01:15:59
better if they had
01:16:00
told me uh before that meeting instead
01:16:03
of in front of everybody
01:16:04
um but yeah so
01:16:07
i've never really you know wanted
01:16:10
that um although now you know i'm older
01:16:14
and i kind of feel like
01:16:15
job security is a good thing um
01:16:19
but yeah it's um
01:16:22
i don't know i i kind of like the
01:16:26
ability to choose
01:16:27
when i'm on a film project as well i
01:16:29
like
01:16:31
i like the ability to go what are you
01:16:33
working on next
01:16:35
i'm not interested in that project and
01:16:37
and i realized that
01:16:39
you know that is a luxurious position to
01:16:41
be in where i can
01:16:42
say no to something
01:16:44
[Music]
01:16:46
and that's where you can get to when you
01:16:47
have experience and and you have
01:16:50
uh options i guess
01:16:53
but if i don't want to work on something
01:16:55
or i'm kind of sick of working in the
01:16:56
same place for too long then
01:16:59
that geek kind of economy or those short
01:17:02
contracts
01:17:03
allows me to go you know what i'm just
01:17:05
not gonna renew my contract
01:17:08
um but yeah like audrey says and like i
01:17:10
was just talking about
01:17:13
permanent positions they you know
01:17:16
even though they give you the feeling of
01:17:17
security they can still let you go at
01:17:20
any time
01:17:21
um there's slightly more benefits i
01:17:22
guess and maybe they have to
01:17:24
give you warning but um yeah it's like
01:17:28
in the film industry i i feel like those
01:17:30
permanent you know positions kind of
01:17:32
mean very little anyway um you know look
01:17:35
at look at what happened to um you know to
01:17:37
rhythm and hughes
01:17:39
and and you know all those people that
01:17:42
had done amazing work on life of pi
01:17:44
and then just like the the studio
01:17:48
just shut down basically and they all
01:17:49
lost their jobs um
01:17:51
i think i think it's you know
01:17:54
i don't know i kind of like it because
01:17:57
it gives me
01:17:58
the freedom to choose and the freedom to
01:18:00
leave and and to go elsewhere
01:18:02
but um but that's that's just me you
01:18:04
know i realize
01:18:05
i realize it's not great for people that
01:18:07
that are looking for security
01:18:08
for their families or um
01:18:11
yeah now that i have a family i feel i
01:18:14
feel slightly differently
01:18:15
security is a good thing but um but
01:18:18
still you know it's yeah i think it's all
01:18:21
based on that that initial experience
01:18:23
that i had
01:18:24
um all right so we can see that i
01:18:27
hope i hope that helps hoover um
01:18:31
you can see that things are sticking
01:18:32
together so that's that's kind of
01:18:34
working
01:18:35
okay these aren't kind of bending which
01:18:37
i was hoping
01:18:38
they might bend and flop around a little
01:18:40
bit um
01:18:42
so let's have a look at our bullet
01:18:44
settings
01:18:46
uh y2 assembly nodes yeah it's a good
01:18:48
question um
01:18:50
i don't know it's just the way i do
01:18:51
things you could use a pack i actually
01:18:53
prefer
01:18:55
um to have some of the settings on here
01:18:59
like the i guess the pack has them as well um
01:19:04
yeah i don't know it's just the way i do
01:19:05
it i don't really like the pack node um
01:19:08
or the unpack node because they they
01:19:10
lack some of the settings that
01:19:12
like the assemble does um i don't know
01:19:15
i i can't remember if there's a there's
01:19:17
an actual technical reason why i've gone
01:19:20
this way um but you you can do it you can see
01:19:23
here like
01:19:25
by default the pack only yields one pack
01:19:27
geometry so i need to tackle
01:19:29
tick on name attribute so you know
01:19:32
it's an extra click that i have to kind
01:19:34
of go through and maybe maybe that's why
01:19:37
um and usually i'll just copy like i'll
01:19:39
just duplicate it
01:19:40
and that's another reason um but yeah
01:19:43
you can definitely do that
01:19:45
this is completely up to you um this is
01:19:48
just the way i've kind of
01:19:50
you know gotten gotten used to doing it
01:19:52
the assemble you know it does just have
01:19:54
a pack node in it
01:19:55
so it's it's just a wrapped up tool
01:19:58
um but i just like using it um
01:20:02
so and in fact probably what i'll do is
01:20:04
actually go up
01:20:06
and put the symbol nodes on all of these
01:20:07
so i can give them different names
01:20:09
and that that will help me identify
01:20:11
pieces as well
01:20:13
um so what i might do is increase my
01:20:16
search radius a little bit
01:20:17
let's get a few more connections going
01:20:18
on try and hold this together a little
01:20:21
more so you can see as i increase this
01:20:25
i get more of these dots showing up
01:20:29
the primitives get a bit longer but
01:20:30
that's kind of okay you can do this
01:20:33
primitive scaling so you can put down a primitive
01:20:35
node do transformation and set the scale
01:20:38
to zero
01:20:39
and that will kind of pull those back
01:20:41
into a single or
01:20:43
pull those back as best it can you can
01:20:44
see it doesn't do them all
01:20:46
um
01:20:49
the work environment in the vfx industry
01:20:51
is kind of variable like it it depends
01:20:53
really
01:20:54
on um on what studio you're at
01:20:57
and what kind of environment you're in
01:21:00
um
01:21:01
as a rule you know it's it's pretty
01:21:04
kind of fast paced and um
01:21:08
and hard work and long hours sometimes
01:21:11
especially around
01:21:12
deliveries but yeah it looks
01:21:16
you know every studio is different some
01:21:18
studios are better than others
01:21:19
to work at um and you know some studios
01:21:23
have stricter policies around overtime and
01:21:27
all that sort of stuff so it really does
01:21:31
just depend and that that might also you
01:21:34
know be
01:21:35
a reason why somebody would stay
01:21:36
somewhere longer or not just based on
01:21:38
those kind of conditions that they find
01:21:40
they're all kind of different but
01:21:41
they're all they're all also kind of
01:21:44
you know a lot of similarities between
01:21:46
them they they all work
01:21:47
you know to deadlines and um
01:21:50
so i i find any job where you have a
01:21:53
time-based deadline no matter what it is
01:21:57
it's going to get stressful around that
01:21:59
time um
01:22:02
you know everybody's kind of a bit
01:22:05
a bit on edge or you know just wanting
01:22:07
to get this thing done and there's a lot
01:22:08
of money at
01:22:09
on on the line so it kind of yeah
01:22:12
i i find you know whatever job it is if
01:22:15
there's some sort of
01:22:16
pressure to get something out maybe
01:22:18
working in a kitchen
01:22:20
you know it it's going to be stressful
01:22:22
during that time when you're trying to
01:22:23
push something
01:22:24
out uh having worked in the game
01:22:26
industry for ten years big difference
01:22:28
i've seen between the two is vfx tend to
01:22:29
be six month contracts
01:22:31
yeah well that i that is just the the
01:22:33
project duration you know game
01:22:35
projects do go for much longer
01:22:40
for me personally i prefer the shorter
01:22:41
projects because i get a bit
01:22:43
bored of working on the same thing
01:22:46
i've worked on you know some film
01:22:48
projects that last for a whole year
01:22:50
and i get really sick of it by the end
01:22:52
because you're just looking at the same
01:22:53
stuff over and over again it might be
01:22:55
different in games but
01:22:57
um yeah in film
01:23:00
i find you know six months even three
01:23:03
months is great six months is kind of
01:23:04
like yeah
01:23:06
you know that's enough i've seen enough
01:23:09
of this thing
01:23:10
and i frequently don't want to see the
01:23:11
movie when it comes out after that
01:23:12
because
01:23:13
you've just been looking at this thing
01:23:15
for for so long that you're kind of sick
01:23:17
of it
01:23:18
sick of sick of looking at the actors
01:23:20
faces and sick of looking at the work
01:23:22
that you've you know kind of been working on because
01:23:24
you go through so many iterations and
01:23:26
you're just like oh man
01:23:28
the joy's kind of you know gone not
01:23:31
always
01:23:32
but but some projects can be quite
01:23:33
difficult so
01:23:35
um but yeah that that's the thing with
01:23:37
games like
01:23:38
they're much longer durations and
01:23:40
hopefully the pressure is less i guess
01:23:43
i'm sure there are still crunch times
01:23:46
when things get a bit
01:23:47
a bit hairy but um yeah vfx is usually
01:23:50
pretty
01:23:51
pretty quick so that's that's
01:23:54
why you have those contracts um
01:23:58
but i find you know the more experience
01:24:00
you have and the better you get
01:24:03
the kind of you know you're a bit more
01:24:04
in demand so you don't need to worry as
01:24:06
much
01:24:07
about um about not being hired again
01:24:11
as long as they've got work and they
01:24:14
like you and you can do good work in a
01:24:16
timely manner
01:24:17
um then you know you get hired back and
01:24:20
you don't need to worry that
01:24:22
that you're gonna lose your job um
01:24:29
uh burnout i look i don't really
01:24:33
suffer from burnout that much i mean i
01:24:35
work very hard
01:24:36
um and it's
01:24:39
you know sometimes sometimes quite
01:24:41
stressful um
01:24:42
and and i have been burnt out before
01:24:44
it's i wouldn't say it's a massive issue
01:24:46
um only only when you know
01:24:49
the situation gets very extreme um but
01:24:52
yeah it happens
01:24:53
you know it does happen to people um i
01:24:56
find a lot of new people come into the
01:24:58
industry and
01:24:59
um you know don't realize how much work
01:25:02
it is
01:25:04
and you know then they can reconsider
01:25:06
their options but
01:25:08
yeah look it's not that bad i mean i
01:25:10
think
01:25:11
it again it depends on the studio some
01:25:13
studios can be
01:25:14
can be quite bad for it um and
01:25:18
that's you know people leave then and
01:25:20
then they have to change and they have
01:25:21
to get better
01:25:22
and word spreads pretty quickly around
01:25:24
the industry
01:25:26
and a studio will get a bad reputation
01:25:27
if they treat their artists
01:25:29
poorly so yeah even though that stuff
01:25:32
does happen
01:25:34
it kind of you do see it change because
01:25:38
because it kind of um yeah otherwise i
01:25:41
won't be able to hire people
01:25:42
no one will want to go there certainly
01:25:44
seniors you know if they
01:25:45
hear that some place is bad to work or
01:25:47
there's long hours then
01:25:48
they'll just be like no that's not for
01:25:50
me you know
01:25:51
i want to spend more time with my family
01:25:54
so they will have to change their
01:25:56
culture and and you know
01:25:58
try and work out how to how to make
01:26:01
things make things better for their artists um
01:26:04
so yeah look i'm not gonna you know
01:26:07
sugarcoat it and say that burnout
01:26:08
doesn't happen i wouldn't say it's a
01:26:09
massive issue for me
01:26:11
um but you certainly do work some long
01:26:13
hours around crunch time
01:26:15
and that is just that's just part of it
01:26:18
some people don't you know some people
01:26:19
will just leave they'll just go home um
01:26:22
and that's okay yeah that's their choice
01:26:26
to do i you know i really enjoy
01:26:29
the work and sometimes i get really
01:26:32
invested in a shot that i'm doing so
01:26:34
i'm kind of happy to put in a bit of
01:26:36
extra
01:26:38
time because i want to see it you know
01:26:39
get realized and
01:26:41
and see it kind of come to fruition and
01:26:43
be as good as it can be
01:26:46
and that's just a personal choice you
01:26:48
know so
01:26:50
what am i doing here i'm just trying to
01:26:51
get this constraint behavior a little
01:26:52
better
01:26:53
so i'm going to take down my stiffness
01:26:56
let's see if we can get these to kind of
01:26:57
i want these panels to kind of fold a
01:26:59
bit more not really
01:27:01
maybe it's to do with the um
01:27:05
longest week you've had to work hours
01:27:07
wise
01:27:11
that's a good it's a good question
01:27:13
michael um
01:27:14
let's let's bring up the calculator
01:27:17
let's see if
01:27:18
i worked from 9 00 a.m
01:27:22
till midnight every week
01:27:26
or every day of the week that would be
01:27:28
what 12 hours
01:27:31
13 14 15
01:27:34
hours i guess 15 times five
01:27:38
75 hours i'm sure i've probably done
01:27:40
more than that sometimes but
01:27:42
you know 80 hours could be could be
01:27:44
something but look this is not
01:27:46
all the time um and it certainly
01:27:49
wouldn't be i wouldn't be a junior doing that work
01:27:51
it's usually when you get into
01:27:53
kind of supervision and leading and
01:27:55
stuff like that when
01:27:57
when you often have to put in a bit more
01:28:00
bit of extra time or you know people are
01:28:02
relying on you or you need to fix
01:28:04
problems then that's when you can really
01:28:07
start
01:28:08
putting in the hours
01:28:11
but yeah you know it's not all the time
01:28:13
it's just
01:28:15
just sometimes and hopefully you know
01:28:18
you work at a place where they're gonna
01:28:20
pay you for it as well so
01:28:21
um so that always helps um
01:28:26
get a nice little uh nice little holiday
01:28:29
fund going and uh you know
01:28:31
think about your holiday at the end of
01:28:32
it have some time off
01:28:35
so yeah i don't know if this is this is
01:28:38
working too well what i'm gonna do here
01:28:39
is
01:28:40
i'm gonna make some glue networks as
01:28:42
well so i'm going to take this
01:28:43
constraint network here
01:28:44
this can connect adjacent pieces and
01:28:48
adjacent pieces from surface points got
01:28:51
our search radius so we can
01:28:52
we can really crank that up if we want
01:28:54
but this would be to create
01:28:56
a glue network and the glue will serve
01:28:59
we don't need the primitive but i'm
01:29:01
going to take this
01:29:03
this wrangle here and i'm going to
01:29:05
change this
01:29:06
hey john how's it going um i'm going to
01:29:09
change this constraint name to glue
01:29:11
and this one will be our
01:29:14
glue network
01:29:19
there we go so what this will do is
01:29:22
serve to hold everything together so i'm
01:29:24
going to copy that
01:29:27
data options i'll change to sop and put
01:29:29
in the stop path
01:29:30
out blue network
01:29:34
and glue constraint relationship
01:29:37
and i think you know honestly with the
01:29:39
industry um
01:29:41
the way that it's going with being able
01:29:43
to work from home
01:29:44
as well is is a really good thing and i
01:29:47
think that will improve
01:29:50
you know people's lifestyles and and
01:29:53
hopefully be a bit more flexible i think
01:29:55
yeah that's one of the hardest things is
01:29:57
um certainly when you're working till
01:29:59
midnight uh
01:30:01
and then you have to go home and if you
01:30:02
live really far away from the studio
01:30:04
then it's kind of like it really drags on you but
01:30:07
um
01:30:08
if you could work from home if you could
01:30:10
go home have some dinner
01:30:12
say hi to your family and then you know
01:30:15
log back into work for a couple of hours
01:30:16
to fix that thing or you know you just
01:30:18
want to finish something off
01:30:20
um that's really bugging you then
01:30:23
you could do that from home and that you
01:30:25
know that would be
01:30:26
that would be great it would really kind
01:30:28
of i think make
01:30:30
the lifestyle a bit more flexible um
01:30:34
so that glue is really strong let's turn
01:30:37
that down and see if it breaks when that velocity
01:30:41
hits it it doesn't look like it
01:30:44
so the velocity might not be generating
01:30:48
the velocity field from that pop force
01:30:51
these pop volumes
01:30:53
because it's set to update force it
01:30:55
might not actually be registering
01:30:57
a value on the glue if you
01:31:01
want to see what glue is registering you
01:31:03
can go to the geometry spreadsheet
01:31:05
relationships
01:31:06
constraint network 2 is the one we're
01:31:08
looking at open it up
01:31:10
jump into the constraint network and
01:31:12
then on geometry
01:31:14
under primitives here is the attributes
01:31:17
that are being registered on the glue
01:31:18
network and you can see
01:31:20
if we sort this by impact
01:31:24
they are registering an impact actually
01:31:28
but it must be really low
01:31:32
we can see it's like
01:31:35
let's have a look around here oh
01:31:41
right at the start here can see it
01:31:43
starts at zero and you can see it's like
01:31:45
e negative something which tells me that
01:31:47
it's like
01:31:48
zero point zero zero zero zero zero zero
01:31:50
zero
01:31:52
uh you had a crash john that's not fun
01:31:55
and no saving
01:31:58
that sucks that really sucks i
01:32:02
i really hate losing so much work
01:32:07
and just you have to recreate it and
01:32:09
there's nothing you can do
01:32:10
and it just really hurts i feel bad for
01:32:13
you man
01:32:14
um so these are really really low values
01:32:17
so it means that we really need to take
01:32:19
our strength down
01:32:20
um and i guess that's just that's just
01:32:23
what's happening with these proper
01:32:24
volumes it's not imparting a really
01:32:26
strong impact
01:32:27
on these collisions but by seeing that
01:32:30
then we can go okay cool so we know why it's not
01:32:32
working our impact values are really low
01:32:34
let's turn our strength right down
01:32:37
go 0.1 that'll probably still be too
01:32:39
high but let's see
01:32:40
if we get any braking happening no
01:32:44
let's go just put it put it super low
01:32:48
even that is probably too low so one
01:32:51
thing that
01:32:52
you know we could potentially do is
01:32:55
put down a sop solver here
01:32:59
yeah i always forget to turn on auto
01:33:01
save as well john
01:33:02
um try to get into the habit of just
01:33:05
hitting control s
01:33:06
before i simulate or before i do
01:33:09
anything crazy but
01:33:10
yeah i always forget to turn it on as
01:33:12
well i wish i know
01:33:14
you can there is some script that you
01:33:16
can run python or something i've seen
01:33:18
somebody do where you can enable auto
01:33:20
save automatically but um
01:33:23
yeah it's uh it's so annoying that it's
01:33:25
that it's not on by default
01:33:28
so sop solver relationship geometry here
01:33:32
here's our constraints and we can
01:33:34
actually delete them
01:33:35
here based on something so what i might
01:33:38
do is use an
01:33:42
object merge to bring in
01:33:46
my tornado
01:33:49
so here's my tornado valves but i'm
01:33:52
actually going to bring in
01:33:53
the volume itself so out tornado
01:33:56
volume go back to my sop solver here we
01:34:00
go
01:34:01
and dot slash dot slash dot
01:34:04
slash out tornado volume there it is
01:34:08
so here's our constraints here's our
01:34:10
volume if we scrub forward
01:34:12
we can see that volume coming in here
01:34:16
and i'm just going to do this i'll put a
01:34:18
points from volume down on that
01:34:21
ah no worries john um
01:34:25
put a points from volume on our tornado
01:34:27
here
01:34:28
this is just going to copy some points
01:34:30
onto it
01:34:32
and then i'm going to attribute transfer
01:34:36
from actually from there to
01:34:39
oops other way around
01:34:43
like that
01:34:46
there we go so from here i'm going to
01:34:48
put color down
01:34:52
it's going to be red i'm just going to
01:34:55
turn my simulation off so i can scrub
01:34:56
this
01:34:58
there we go you can see it go red let's
01:35:01
set this one to be black
01:35:05
hey thanks john you have to uh you have
01:35:08
to watch
01:35:09
watch back from the start but yeah just
01:35:11
making a little procedural building
01:35:13
so you can see i can control the amount
01:35:16
that this is transferring and this at
01:35:17
this point
01:35:18
is quite far away so i'm going to only
01:35:20
transfer a little bit
01:35:21
so that when it gets like really close
01:35:25
that's when it's going to transfer
01:35:26
to it so like
01:35:29
even that
01:35:34
and this means that it's going to kind
01:35:36
of hold together the building
01:35:38
until this thing gets close
01:35:41
really close or even on top of it you
01:35:43
know right at the end here
01:35:45
but it kind of really smashes it like
01:35:47
that
01:35:48
so what i'm going to do then is just put
01:35:51
a blast down
01:35:53
and just say at cd.x greater than zero
01:35:58
and what that's going to do is we look
01:36:02
at these red ones so we set this to points
01:36:04
because cd is a point
01:36:06
attribute there we go you can see that
01:36:09
it removes those ones that are red but
01:36:11
when you can see they come back and they
01:36:13
reappear but when we run this as the
01:36:15
solver they won't come back hopefully
01:36:17
pretty sure um let's see what happens
01:36:21
you play every time you bring in
01:36:24
something from sops especially something
01:36:26
like the volume
01:36:27
it is going to have an impact and a slow
01:36:30
down when that's processing so these are
01:36:33
things that you need to consider but
01:36:35
you know hopefully hopefully it's going
01:36:37
to work and i think what we should
01:36:38
actually do is instead of running this
01:36:40
from the start
01:36:42
i'm going to run this from like
01:36:45
you know maybe frame 200 or something so
01:36:47
that we're not
01:36:48
kind of we're not dealing with this
01:36:52
let me just hook this up here
01:36:55
we're not dealing with this until this
01:36:57
thing gets much closer
01:37:00
so maybe like
01:37:04
i don't know
01:37:08
maybe even around here two
01:37:15
oh what do we do
01:37:18
we'll go here like 180 150 maybe let's
01:37:21
try 150.
01:37:24
so we'll set our start frame to 150
01:37:31
and let's have a look at that here
01:37:38
so we should see now these constraints
01:37:40
get broken
01:37:46
hopefully
01:37:48
oh there we go it's very kind of uh
01:37:51
abrupt so what what i might do with that
01:37:55
is with this guy
01:37:58
i'm filling the whole thing with points
01:38:00
even these really fine bits here
01:38:03
but what i could do maybe using iso
01:38:05
value
01:38:06
see if that works doesn't really seem to
01:38:09
be
01:38:10
nope so what i'm going to do here my
01:38:13
object merge i'm going to put a
01:38:14
volume samp volume vop down
01:38:21
and i'm going to run this density
01:38:23
through a fit
01:38:28
pipe it out again and
01:38:33
set my view flag on that there we go
01:38:36
so what i'm doing is i can actually clip
01:38:38
out the low density stuff and all this
01:38:40
stuff that's kind of flying around the
01:38:42
house here you can see it's lower density than
01:38:44
this stuff we've got up here this stuff
01:38:46
is very high density and this is low so
01:38:49
by upping this source min i can actually
01:38:51
clip
01:38:52
out all that really low stuff source max
01:38:55
so that
01:38:56
i'm i'm almost at one here and i can see
01:39:00
i'm kind of
01:39:01
i've still got a lot more stuff in there
01:39:02
and it's no longer clipping
01:39:04
so i'll put this source max up let's go
01:39:06
to 10
01:39:08
and then you can see you know i can
01:39:10
raise this i can clip
01:39:12
a lot out so i can try and remove
01:39:15
most of that really thin stuff so let's
01:39:17
go like nine and ten
01:39:20
nine to twenty so you can see i can
01:39:23
actually really
01:39:24
clip out a lot of that stuff and then
01:39:27
when i do my points from volume
01:39:29
i'm gonna get that instead of that
01:39:32
so that might help
01:39:36
maybe it's a little bit aggressive let's
01:39:38
go
01:39:39
maybe seven two
01:39:42
fifteen so you gotta kind of play with
01:39:46
it
01:39:47
don't wanna clip out too much we could
01:39:49
also actually use
01:39:50
our original line to drive this
01:39:54
so here's our line
01:39:57
actually probably need the converted
01:40:01
line here let's do that null
01:40:06
out nurbs
01:40:10
mine okay
01:40:14
so we could actually use that instead
01:40:16
that would be faster
01:40:18
to do because we're not taking a volume
01:40:21
so let's do our nurbs line
01:40:24
and then we can just make sure because
01:40:25
the line kind of
01:40:27
determines where the center of that
01:40:31
vortex is or the tornado we could just
01:40:33
do it based on that
01:40:34
so that it's not going to uh
01:40:38
go red until the center of the tornado
01:40:40
is really nearby
01:40:41
let's have a look see if it goes red at
01:40:44
some point
01:40:45
probably towards the end or we because
01:40:47
our line is so
01:40:48
far away we might need to just increase
01:40:50
our radius
01:40:51
here there we go so you can see it there
01:40:56
look at that there you go
01:40:59
and actually because it's not deleting
01:41:01
if i don't put that all the way up so it
01:41:03
deletes everything
01:41:05
it's going to leave some of those glues
01:41:06
in place which actually might be kind of
01:41:08
cool
01:41:09
all right so let's let's run this and
01:41:12
see how it looks
01:41:15
it's going to be faster as well because
01:41:17
we're not rasterizing those points on
01:41:18
the volume anymore we're just using that
01:41:20
base line
01:41:21
it's always handy if you can go like
01:41:24
right back
01:41:25
to the original thing that's driving
01:41:27
everything and use that
01:41:29
instead of the things that are following
01:41:31
it
01:41:34
might might just be a better way to go
01:41:36
it
01:41:37
looks like it doesn't really actually
01:41:38
start until much later so we could start
01:41:40
our simulation much later
01:41:42
as well let's just see
01:41:47
see when it kicks in
01:41:57
at some point i've only i've only
01:41:59
simulated up to like
01:42:00
um 400 on this thing anyway i think so
01:42:03
we're not gonna
01:42:04
end up with much much time to run our
01:42:08
sim there we go
01:42:12
but he's not flying up anymore all right
01:42:15
so let's let's make this happen sooner
01:42:23
let's put that up to 10.
01:42:34
there we go let's try that start at 150.
01:42:42
there we go it's all gone all right
01:42:46
it'll be a bit fiddly sometimes
01:42:50
let's try eight and so i'm turning this
01:42:53
off to try and see
01:42:55
when that's happening
01:43:00
looks like it's a very fine line let's
01:43:02
try nine
01:43:10
so what might be happening there is that
01:43:12
it's deleting some of those
01:43:14
not deleting them all but then i've set
01:43:16
this really low so
01:43:17
maybe they're just breaking and set it
01:43:19
to one
01:43:21
there we go uh and the whole house is
01:43:25
being pulled off the ground
01:43:31
is that what happens in uh
01:43:35
um the wizard of oz so house get carried
01:43:39
i think it does
01:43:40
it's a little bit wizard of oz there we
01:43:42
go
01:43:46
that's kind of cool it's not really what
01:43:47
i um had intended but it's kind of a
01:43:50
cool thing seeing that house fly around and
01:43:53
we can actually see
01:43:54
as it goes up and that
01:44:00
that line breaks those constraints
01:44:03
because it gets closer to the line as it
01:44:05
gets sucked up
01:44:06
it's actually disintegrating as it goes
01:44:09
through the air which is pretty cool sometimes you can
01:44:12
have these
01:44:13
you know nice happy accidents now
01:44:16
we could turn back on our gravity let's
01:44:19
let's see what happens with gravity on
01:44:20
does it break all the
01:44:21
glue constraints yeah you can see it
01:44:23
does so
01:44:24
the gravity is imparting a much higher
01:44:26
force and causing the impact
01:44:28
to register much stronger so
01:44:32
let's let's put this back to default
01:44:34
which i think is ten thousand
01:44:36
and see if the gravity still does that
01:44:39
no it doesn't
01:44:40
so that's good good sign and you can see
01:44:43
with gravity on we get things falling
01:44:44
back down as well so we're getting
01:44:46
things picked up which is good
01:44:48
but we're also getting things you know
01:44:50
kind of falling down and maybe the
01:44:52
gravity we don't want it to be
01:44:54
you know so that we can kind of get that
01:44:55
feeling of scale maybe the gravity
01:44:57
we drop the value doesn't always have to
01:45:00
be
01:45:01
negative 9.8 let's just make it negative
01:45:03
two
01:45:05
because we're also setting force here so
01:45:07
they're going to fight against each
01:45:08
other
01:45:10
but having some sort of downward force
01:45:13
will help
01:45:17
and certainly because once these things
01:45:21
kind of
01:45:22
fly outside of the um
01:45:25
outside where the tornado is if they get
01:45:27
kind of flung off
01:45:29
um it
01:45:32
you know it will kind of fall back down
01:45:34
again so that that would be kind of cool
01:45:36
um who
01:45:40
sorry for my ignorance john who is ray
01:45:42
bulger is he one of the actors
01:45:44
in um the wizard of oz i probably should
01:45:47
know that
01:45:49
um but that that is cool if that's the
01:45:51
case
01:45:53
so there we go there's like that's a
01:45:55
cool kind of moment happening there
01:45:57
where we get this
01:45:58
like few pieces being pulled off and
01:46:00
then this
01:46:01
complete kind of collapse oh he's the
01:46:04
scarecrow oh cool
01:46:07
that's um that's very cool
01:46:12
i haven't seen it in ages i've probably
01:46:14
watched it again it's been a long time
01:46:18
i think i think i remember being quite
01:46:21
scared of the witch
01:46:22
when i was when i was really little
01:46:26
all right so yeah this is cool it's
01:46:30
i would hope for a little bit more um
01:46:34
kind of break up i guess before that
01:46:36
moment
01:46:37
that that kind of that moment there um
01:46:41
but it is kind of cool i do like the way
01:46:44
it's going
01:46:45
let's save it and let's have a look at
01:46:47
it together with our
01:46:49
oh there we go look at that um
01:46:53
so let's let's flip book this and and
01:46:55
have a look what i'm going to do is set
01:46:57
my background to
01:46:59
let's say gray dark
01:47:02
yeah dark looks good let's turn that off
01:47:05
and let's let's flip book this and see
01:47:09
what it kind of looks like it's probably
01:47:11
gonna
01:47:12
probably looks like i'm gonna lose my
01:47:14
cache when i do this but oh
01:47:15
i hit save i just realized we're almost
01:47:18
out of time so oh look at that
01:47:20
that's not that's not great what's going
01:47:22
on there looks like it's frozen in time
01:47:28
uh okay let's try that
01:47:33
okay oh it's a little bit hard to watch
01:47:36
it's like that um
01:47:39
all right i'll just minimize that for
01:47:41
now we can watch it in the viewport
01:47:44
um so yeah i think i think this is
01:47:47
on the right path maybe it might be cool
01:47:50
to have some more buildings in there
01:47:52
um i mean you know you could really go
01:47:54
crazy with uh
01:47:55
with something like this um
01:47:59
thanks hardik
01:48:00
[Music]
01:48:03
i don't want um go back to work neither
01:48:06
um you know audrey
01:48:09
and i were talking about uh filling this
01:48:11
with uh with sharks
01:48:13
this this barn which which would be
01:48:16
pretty funny
01:48:17
um even the tractor in there you know
01:48:20
would be kind of cool having a tractor
01:48:21
in there
01:48:22
or some other some other kind of farm
01:48:24
stuff around it
01:48:25
getting kind of pulled up uh a tree you
01:48:28
know would be would be awesome
01:48:30
a little bit more complicated but you
01:48:32
can see this kind of nice
01:48:34
you know the nice thing about having it
01:48:36
be a gradual effect is you get that
01:48:39
yeah cows totally john um i don't i
01:48:41
don't have any cow models i have to try
01:48:43
and find one
01:48:45
having this nice gradual disintegration
01:48:48
you know instead of the whole thing just
01:48:49
kind of
01:48:51
blowing out and and getting sucked up
01:48:53
straight away it just creates these
01:48:55
really nice moments
01:48:56
um and it's it's really getting buried
01:48:59
here
01:49:00
so that's not ideal because we might
01:49:03
lose
01:49:04
some of the really cool things that
01:49:06
we're getting
01:49:07
um which on a broomstick yeah that's a
01:49:09
good idea flying around
01:49:11
and cackling um
01:49:14
audrey working till midnight something
01:49:17
ridiculous flying yeah
01:49:19
i didn't i didn't manage to get anything
01:49:20
in this time but um
01:49:23
i was i was going for realism first and
01:49:25
then
01:49:26
and then surrealism maybe next week um
01:49:30
maybe some pigs as well flying around
01:49:32
would be would be fun
01:49:34
i can try and make this a whole a whole
01:49:36
farm
01:49:37
farmyard scene maybe some silos would be
01:49:39
cool as well i'll have to watch um i
01:49:41
have to watch twister again
01:49:44
and see um see kind of you know
01:49:47
what sort of things look really cool and
01:49:49
and maybe
01:49:50
maybe some real stuff as well i
01:49:52
shouldn't just watch a movie for
01:49:53
reference
01:49:55
um super rigid
01:50:01
um hey thanks
01:50:04
hardik i'm i'm glad i'm glad it's easy
01:50:07
for you to uh
01:50:08
attend what what time is it though for
01:50:10
you in india i think we're on
01:50:12
relatively similar time zones
01:50:16
um it's morning for me here too
01:50:19
even though it's very dark in my room um
01:50:22
here we go here's the here's the main
01:50:24
event happening now
01:50:31
and of course this is just the rigid
01:50:33
body simulation so
01:50:35
lots of secondary um
01:50:39
lots of secondary stuff we could add to
01:50:41
this
01:50:42
dust coming from the building itself
01:50:44
particles
01:50:45
um are you saying oh to the it's morning
01:50:49
in where i am even though i'm sitting in
01:50:51
darkness
01:50:52
audrey um 7 25 oh that's not too bad so
01:50:55
you're like uh
01:50:57
what is that four hours behind maybe
01:51:01
um
01:51:05
well i'm glad i'm glad you're able to
01:51:07
attend and it's not too
01:51:08
not too hard it's always hard with
01:51:10
different time zones getting you know
01:51:11
lining up
01:51:12
um yeah this is looking cool
01:51:16
liking that let's see what we're up to
01:51:19
here
01:51:20
still flashing around like crazy
01:51:26
i mean i think this simulation you know
01:51:29
could
01:51:30
be better the the pyro sim is a little
01:51:33
bit
01:51:34
a little bit insane
01:51:37
you know it's not super tornado-y you
01:51:40
know there's elements of it but
01:51:42
some of this stuff is a little bit crazy
01:51:44
um it's cool
01:51:46
don't get me wrong but um you know
01:51:49
it's possibly not tornado enough it
01:51:52
starts to get there right at the end i
01:51:54
think that's the issue
01:51:55
like it it takes a long time to build up
01:51:58
um 10 p.m oh that's not too bad
01:52:02
whoever i guess at least it's not like
01:52:05
the middle of the night
01:52:06
um thank you thank you for joining me
01:52:08
anyway on your
01:52:09
i assume it's a sunday in in the states
01:52:13
um great i'm i'm glad hardik thank you
01:52:17
um i hope you know i just these things
01:52:20
are not designed to be tutorials
01:52:21
necessarily but
01:52:23
if you guys have questions you know
01:52:24
please please ask
01:52:26
um and yeah if you're interested in
01:52:30
you know the stuff that we're doing
01:52:31
check out check out cg spectrum
01:52:34
online cgspectrum.com and you can have a
01:52:37
look at the courses that we offer but yeah this is
01:52:39
just you know join me every week for
01:52:42
you know doing cool and interesting
01:52:43
things on in houdini
01:52:45
um you can see we're still getting this
01:52:48
light flickering issue i don't know what's
01:52:50
going on there with the lights
01:52:52
but um yeah there's some weird stuff
01:52:56
going on here like things hovering kind
01:52:57
of in midair
01:52:58
i think that's probably like this piece
01:53:01
really gets kind of stuck
01:53:03
um oh
01:53:06
cool i hope it's going okay john that um
01:53:09
that project's really fun it's quite
01:53:11
complicated the the
01:53:12
um the uh like t-1000 effect
01:53:17
um so yeah this piece i don't like that
01:53:20
i don't like what's going on there it's
01:53:21
just kind of getting caught in the air
01:53:24
and i suspect it's because the gravity
01:53:26
is so low
01:53:27
um cool that that's yeah that's great
01:53:30
thanks super
01:53:31
i think um that's all you know that's
01:53:33
all i can hope is that
01:53:35
you guys pick up some little tips and
01:53:36
tricks from me just working away and
01:53:39
doing some fun things and if you ever
01:53:41
have you know this was just somebody's
01:53:43
uh
01:53:44
somebody's suggestion or request so if
01:53:45
you ever have requests for effects for
01:53:47
me to work on
01:53:48
please feel free to suggest them and
01:53:50
i'll write them down and when i have
01:53:53
when i have nothing no ideas i'll i'll
01:53:56
go go to the ideas bank and and see what
01:53:58
people have suggested
01:54:00
so yeah you can see right at the end
01:54:01
it's starting to look really cool
01:54:04
and getting that real nice twisting and
01:54:06
tornado effect so i think
01:54:08
if i simulated this for a bit longer
01:54:10
maybe if i even just went to 500
01:54:14
it would you know it would really kind
01:54:16
of be
01:54:17
quite cool we've got a lot of cool stuff
01:54:19
here i think the next thing that i would
01:54:21
want to do is break up
01:54:22
these big beams that's really kind of
01:54:27
breaking the scale for me so we want to
01:54:29
get them
01:54:31
we want to get them um to be much
01:54:34
smaller so we'll look at fracturing and
01:54:36
doing some other stuff maybe next week
01:54:38
um we'll keep going with this and i'll
01:54:40
i'll try and i might make some more
01:54:42
assets or find some
01:54:44
that i can place around and uh we'll
01:54:47
look at getting those in and then doing
01:54:48
some secondary stuff
01:54:51
um seeing how we can finish this how we
01:54:53
can finish this effect off
01:54:55
but there's some really nice kind of
01:54:56
stuff going on
01:54:59
so yeah cool well um
01:55:02
i'm sure you do have plenty of
01:55:03
ridiculous ideas audrey
01:55:05
anytime lay them on me and i'll uh i'll
01:55:09
think about them and see see how see how
01:55:11
hard or
01:55:12
easy that would be to realize for you um
01:55:16
but yeah thanks thanks for joining me
01:55:18
everybody i hope
01:55:19
i hope it's uh you know been beneficial
01:55:22
um
01:55:23
don't forget to like and subscribe if
01:55:24
you if you haven't already so that you
01:55:26
get notified
01:55:27
there are tons of good streams uh on our
01:55:30
channel so please check them out if
01:55:31
you're interested
01:55:32
in vfx or art or modeling you know
01:55:35
there's
01:55:36
tons and tons of different things that
01:55:39
you can check out
01:55:40
it's a great great resource
01:55:43
yes absolutely suggest them um yeah i'm
01:55:47
gonna end the stream shortly but um suggest them in the
01:55:51
comments below the video or next week
01:55:54
you know feel free to suggest um and
01:55:57
you know i'll i'll just write them down
01:55:59
i won't be able to do them immediately
01:56:01
some things some things i can you know i
01:56:03
can show you quickly if you have a
01:56:05
question but
01:56:06
if you have bigger ideas um i'm all
01:56:09
ears and you know i'll i'll definitely
01:56:11
uh
01:56:12
definitely try and try and do the things
01:56:14
that people
01:56:15
request at some point you know um
01:56:19
but yeah we'll keep working on this one
01:56:20
next week i think and try and finish it
01:56:22
off
01:56:23
see see what we can do maybe see if we
01:56:25
can improve
01:56:27
the tornado as well make it a bit less
01:56:30
tubey i think uh that would be cool that
01:56:33
would be something that i would like to
01:56:34
do
01:56:35
hey thanks abby um well it's 12 o'clock
01:56:38
here
01:56:39
and it's time for me to go back to work
01:56:41
as well
01:56:42
thank you everybody for joining me and
01:56:44
um
01:56:45
i'll see you guys next week
01:56:49
have a good night everybody or day
01:56:51
wherever you are
01:56:52
thanks guys thanks for joining me
01:57:18
you

Description:

In this livestream tutorial, we continue building our VFX tornado in SideFx Houdini! Check out the rest of this series here: Building a VFX Tornado in Houdini Part 1 - https://www.youtube.com/watch?v=pk1FuH7Rvis Building a VFX Tornado in Houdini Part 3 - https://www.youtube.com/watch?v=gGKWypB1U90 Building a VFX Tornado in Houdini Part 4 - https://www.youtube.com/watch?v=t-nO75_k87M Meet your mentor: Daniel Hourigan is a Senior FX Artist with more than 15 years of experience working in 3D animation and VFX for film. Before becoming CG Spectrum's FX Department Head, Daniel worked as a Lead FX Artist at Method Studios, Melbourne. Credits include: Terminator: Dark Fate, John Wick: Chapter 3 - Parabellum, Aquaman, Game of Thrones, and The Wolverine. Catch Daniel's streams on Sundays 6pm EST to learn new FX techniques and ask questions. To have an industry expert like Daniel as your mentor, check out CG Spectrum's FX courses: https://www.cgspectrum.com/courses/visual-effects CG Spectrum is a Rookies certified school. Courses are 100% online and include mentorship from an industry professional with years of experience working on major films and games. Learn more at: https://www.cgspectrum.com/ CGS Live - VFX 14 - Houdini Tornado Pt 2

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