Planet Earth
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.
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 i@active = 1; and second wrangle will be i@active = 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
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