
Final Project
CAR CRASH
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FINAL PROJECT: CAR CRASH
11/15/17
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This final week, I spent time with the setting up material group process in Houdini and by the end found that I only had 2 days to finish all FX which are smoke and RBD.
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Ended with a version that I wasn't very happy with especially the animation. Todd gave me an advice to redo animation and the smoke with all other parts will follow. So here I am with my one day left before this awesome class end, fixing all my animation and rendering out again just to be comped in my slapcomp and to submit along with my final tomorrow.
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Special thanks to Todd Akita, FX supervisor at The Mill, NY. I learn so much. There are a lot of techniques that he gave me while mentoring me in class but had no time to accomplish it especially the method to control animation from RBD using blendshape. I think that is super essential for me to learn asap.
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Thanks to Professor Fowler and Professor Gaynor who are being patient with my problems and most of all allowed me to create this project which is quite a big shot for a limited time of work.
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Thanks for WW team to be so brilliant, talented and great to work with! Wonder woman is coming on 2019, hope by then ya'll will still remember our coolclasswork together at scad in 2017 :)
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Last but not least, special thanks for Steven Knipping to be there for me whenever I need help!
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REFERENCE

FX SLAPCOMP
FINAL RENDERS
PAST ACTIVITIES
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My weekly updating for FX
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SET UP GROUPS IN HOUDINI
11/13/17
This process is very important for Houdini-Maya transition and it is my learning big step. It actually took me longer time to figure out than actual fx itself. But once all set, it became a huge benefit and save a lot of time even though its very simple process. It is tedious, time consuming, and required a lot of attention. Missing one piece means you can destroy the whole team if you work as a group and could be missing the delivery deadline.
Grouping materials in Houdini allows Maya users to bring in parts of geometry as group by shading selections. My setup as follow also allows each group parts of the models to be selectable and to be easier assigned shaders to.
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Groupping Process:
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1. unpack the geo
2. select part of geo and create a group
3. add material to each group
4. put down a rop alembic and setup this on the Hierarchy tab:
- Subdivision Group = all group names of the geo
- Path Attribute = shop_materialpath
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SMOKE
CAR WEEK FINAL
11/13/17
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I used similar method that I used for the ball project. It worked pretty well. I had some problem fade in and out of smoke render by no reason. Even the playblast seemed to look normal.
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Another problem was the shadow pass didn't look the same as supposed to be. The shape looked very odd and I figured out that it came from rendering using Depth map shadow. When I switched to raytrace it was back to normal.
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Here's my update for simulations:
1. Smoke car hitting ground rendered with shadow pass
2. Smoke background from car's wheels
3. groupping material in houdini to export alembic
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Workflow issues to be resolved
1. Normal got reversed in houdini's foreach node, after scatter
2. Slow down and refine smoke, solve problem fading
3. Refine RBD speed
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FX to be updated
1. Complete binding part for hard constraint to make bending smoother
2. Refine Rigid Body and separate parts out for materials
3. Refine smoke
CAR ANIMATION & RBD
Many versions of animation tests below.
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FIXED ANIMATION -SPEED faster
- ADDED SMOKE
- TESTED RENDER exporting separated mesh (shop_materialpath in alembic)
- PREPARING FOR DUST from WHEELS and hitting block
TO BE DONE:
- Refine RBD, maybe doors swinging, add thickness to some pieces
- Fix dent strecthing and add some dent part
- Dust for car hitting the block and wheels contacting ground
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