This week I worked on shot 2 FX and Animation.

My dust trail set up is very similar to the one in shot 6, I added multi resolution turbulence and disturbance to increase detail for the up close shot. The speed at which the animation was traveling lead to a lot of issues I think I will slow it down in Maya. The motion blur is also incorrect to physically accurate.

I am using a pop simulation for the dirt. I am using a pop interact with a negative force to create some clumping and a more interesting shape.

# Farm Push shelf tool
# Zach Jantz
# Shelf tool that pushes a file and only its existing referenced dependencies to our farm network drive


import os
import subprocess

STUDENT_HOME = os.path.expanduser("~")
PROJECT_ROOT = os.environ["HIP"]
PROJECT_NAME = PROJECT_ROOT.split("/")[-1]
FARM_ROOT = STUDENT_HOME + f"/mount/RenderFarm/{PROJECT_NAME}"



def mirror_structure(source, destination):
    '''
    Copy a houdini project directory structure to the farm folder
    '''

    sub_directories = [f[0] for f in os.walk(source)]

    if os.path.isdir(destination) is False:
        os.mkdir(destination)

    for dir in sub_directories:

        rel_path = os.path.relpath(dir, source)
        destination_path = os.path.join(destination,rel_path)
        
        if os.path.isdir(destination_path) is False:
            os.mkdir(destination_path)


def get_dependencies(source):
    '''
    Return a list of all external file dependencies
    '''

    file_dependencies = [f[1] for f in hou.fileReferences() if os.path.isfile(f[1])]
    for file_path in file_dependencies:
        print(file_path)

    return file_dependencies


mirror_structure(PROJECT_ROOT,FARM_ROOT)
get_dependencies(PROJECT_ROOT)

I am creating a series of custom shelf tools for our time to speed line our rendering pipeline