Planet Earth
Share  

Planet Earth

Hamid Hasibi
by hamidhasibi on 1 Jun 2021 for Rookie Awards 2021

I used both Maya and Houdini to create these effects and 3d models . special thanks to my mentor Daniel Hourigan for helping me and supporting me during these projects.

9 464 2
Round of applause for our sponsors

This is one of my dreams I mean most of the people's dream to watch the Earth from space . For the earth model I used real photo of  Earths surface which is taken by NASA  . First I made a attribfrommap node and loaded the surface image then made a Facet node for the Normals after that I made a attribvop and inside the attribbop i made displacement and connected it to Normal and position and that made the displacement for the planet's surface .

For creating clouds first I had to download the high resolution image of the clouds taken by NASA then made a peak node to adjust the distance from the earth's surface . Next node is a scatter node  , with this node I mapped the clouds on the image but first I need a attribfrommap to load the cloud image . Now points are on the cloud image so next node will be attributewrangle and in the VEXperssion is @density  = @Cd.x;  with this code we can map the clouds by highlighting the dots in them . Next is a blast node so we can adjust how much points we want to highlight , increasing and decreasing it will change the volume detail we want to create later.

Finally for the clouds  I made a volumerasterizeattributes , this node will transform all the points to volumes. you can decrease the Voxel size to have more detailed volume shapes .

Next I had to create the Earth's atmosphere which is shiny from space . First I made a sphere and then connected it to peak node to  control the distance  from surface and then I made a vdbfrompolygons , changed it to density because I want create a fog and Voxel size is set to 0.01 and lastly I made a material for the fog by making billowysmoke in the material section . inside the billowysmoke you can adjust the smoke density which for me is set to 4.26

Sorry if you jumped because of the explosion sound :) 

I made the 3d models of the bulb and the light pole in Maya and then exported it as a alembic file . In the Houdini I made groups for each part of the bulb and pole , by this way you can have better control on what you do on each parts . inside a separate geo folder I made a object merge then loaded only bulb and used scatter node so I can break it to small small pieces . after scatter you need a voronoifracturepoints ( there are other ways to break object to small pieces but I chose this one ) . In voronoifracturepoints you can control how many pieces you want . then I made voronoinfracture which will create the broken pieces also I had to turn off the interior surface because keeping it on will fill the interior of the bulb which we don't want it .

When a light bulb explodes some pieces will hold on their position so I had to create that . First I made a rest node and then connected it to both assemble node and bound node . with bound node you can choose which parts of the bulb you want to hold . Then I made a group and connected this group to  two attributewrangle node . In the first attributewrangle VEXpression is  [email protected] = 1; and second wrangle will be [email protected] = 0 with this way you deactive the parts you want to hold and the rest will be active  and fall down .

And finally you connect the last wrangle  to a rbdbullet solver to simulate the gravity and explosion 


Comments (2)