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feat(data-exporter): add Houdini daily practice day 221
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id: 221
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name: Mardini 2025 - Desert Dunes
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description: Entry into the Mardini 2025 challenge for March 29
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date: 2025-03-29
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previous: 220
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next: 222
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thumbnails:
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- /assets/images/houdini-daily-practice/221/thumbnail-0.png
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assets:
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- type: image
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src: /assets/images/houdini-daily-practice/221/render-0.png
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tags:
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- sops
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- uvs
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- volumetric
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- vdb
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- dops
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- mpm
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- cops
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- copernicus
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- lops
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- karma
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- solaris
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- materialx
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- slap-comp
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- creative
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- mardini
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- mardini-2025
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links:
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- name: Mardini 2025
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href: https://www.sidefx.com/community-main-menu/contests-jams/mardini-2025/
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pathToBody: houdini-daily-practice/bodies/0221-mardini-2025-sand-dunes.md
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### Mardini 2025 - Desert Dunes
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Today is day 29 of [Mardini 2025][mardini-2025]. The prompt for today is "SUNSET",
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in the LOPS category.
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You can do a sunset scene over just about anything, and chances are it'll look decent.
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Funnily enough, this is actually the second time making a desert scene, although [the
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first time][day-62] I was following along with a tutorial and specifically learning how
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to use heightfields and the old COPS context. This time I focused less on both of those
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(although I did use them to generate the terrain and textures) but I focused most of my
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energy on:
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1. A noise- and trigonometry-based sand ripples (the few inches tall wind-driven
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ripples.)
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2. Running another MPM simulation for the footsteps in the sand with (sorta) realistic
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sand collapsing/resetting.
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3. The render and postprocessing.
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New stuff:
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- Another attempt at MPM, this time with the "sand" material type. I also was a bit
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smarter, and chose a project that doesn't require perticularly good results, since
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I'm just taking the end result and flattening it to the topmost layer of sand
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so I can update the original mesh and attempt to blend between the simulation and
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original mesh height. Even if the results are a little messy, the blending and
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a moderate blur should fix the issues. And it turned out all right, although
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you can definitely still see where the blending begins.
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- A lot of postprocessing in the slap comp, in ways I've definitely never used it
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before. HSV adjust, Chroma key, selective blur, selective glow,
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3x3 convolve, etc. I also used a slope direction + streak blur COP for the first
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time to generate the sand texture, although it's a very subtle effect and not
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visible in the final render. I found that my slap comp behaves significantly
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differently when I render 1080p versus 4k. Presumably other render sizes would
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have their own strange render characteristics. At some point I'll look into which
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specific nodes are causing the discrepancy, but not today. I'm beat.
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My entry post is [here][entry-post].
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[mardini-2025]: https://www.sidefx.com/community-main-menu/contests-jams/mardini-2025/
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[day-62]: https://brandonslade.me/houdini-practice/62
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[entry-post]: https://www.sidefx.com/forum/topic/100340/?page=1#post-442097

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