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Había estado esperando tener una oportunidad para explorar más Vellum, apenas lo había usado en anteriores proyectos y no había podido descubrir todo su potencial.

Vellum es el nuevo multi-solver de Houdini, que usa las dinámicas basadas en posición (position based dynamics – PBD), una extensión del anterior Grain Solver, que produce rápidas soluciones en la creación de ropa, cabello, cuerdas, soft bodies y por supuesto granos, acelerado con el uso de GPUs y con una manera más fácil de configurar y usar.

Al principio fueron solo pequeños experimentos con los set-up más básicos, usando gravedad como única fuerza aplicada, y al tener más de 20 ejemplos hechos, decidí convertirlos en un nuevo proyecto de animación, y aprovechar la oportunidad de hacer algo diferente, salir un poco de mi estilo gráfico, usar una paleta de colores más variada, y jugar un poco con la selección de la música y la edición de la pieza completa.

El producto es este pequeño reel de un nuevo set de habilidades que agrego a mi arsenal de trabajo, ya pensando en nuevas oportunidades y trabajos en donde pueda hacer simulaciones más complejas y arte más interesante.

Todas las simulaciones fueron hechas en SideFX Houdini, shaders y render con Arnold Renderer, cloud rendering en Fox Render Farm, composición en Nuke, edición en Adobe After Effects y Premiere, gráficos y diseños adicionales en Adobe Photoshop e Illustrator.

La paleta de colores la escogí usando el muy útil site COLORS & FONTS de Mike Andreuzza y la música de Gettz G, con licencia de Epidemic Sound.

English

I had been waiting to have an opportunity to explore more Vellum, I had barely used it in previous projects and had not been able to discover its full potential.

Vellum is Houdini’s new multi-solver, which uses
position based dynamics – PBD, an extension of the previous Grain Solver, which produces rapid solutions in the creation of cloth, hair, soft bodies and of course grains, GPU-accelerated and very easy to set up and iterate.

At first they were only small experiments with the most basic adjustments, using gravity as the only applied force, and having more than 20 examples made, I decided to turn them into a new animation project, and taking advantage of the opportunity to do something different, get out of my graphic style, use a more varied palette of colors, and play a little with the selection of music and edition of the piece.

The product is this little
reel of a new skill set that I add to my work arsenal, already thinking about new opportunities and jobs where I can make more complex simulations and more interesting art.

All simulations were done in
SideFX Houdini, shaders and render with Arnold Renderer, cloud rendering service with Fox Render Farm, compositing in Nuke, edition in Adobe After Effects and Premiere, additional graphics and designs on Adobe Photoshop and Illustrator.

I chose the color palette using Mike Andreuzza’s very useful
COLORS & FONTS site, and the music from Gettz G, licensed by Epidemic Sound.

Color and background composition test
Color and background composition test
Color and background composition test
Background inflated balloons
Clothes tearing apart
Exploding balloon
Elastic clothes
Hair background
Grains background and color guided by velocity attribute
Wrinkled clothes with opacity map
Combination of soft bodies and cloth background
Combination of grain object and cloth background
Cloth wrapping object
Balloon object about to explode
Balloon object about to inflate
Strings wrapping object
Cloth wrapping object
Combination of hair over object and cloth background
Balloons inflating inside object
Inflated balloon with object making pressure
Falling string
Grain object displaced by wind force
Cloth and wind
Cloth and wind
Wrinkled clothes test
Cloth wrapping object
Elastic clothes test
Combination of soft body filler with grains test
Clothes tearing apart test
Exploding balloon test

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