Blog

6th June 2017 - We are excited to announce that we are almost ready to share our new Lattice Plumage / Foliage solution.

This is our second plumage product and it uses a different approach to the existing solution to ensure that we can cater to all plumage related needs of our customers.

Users are now able to provide a complete set of animated feathers for the whole plumage. These feathers can all have individual deformations and must only share the same grid topology.

 

Foliage

This approach also excels for foliage simulations, as most foliage systems work natively with lattice geometry, so our new lattice based solution is making it even easier to integrate Carbon into your existing workflow for all types of plants and foliage simulations.

Having the option to use lattice guides with different resolutions makes this new feature so versatile that it can be used to simulate a large variety of plants, ranging from thousands of low-resolution leaves on a tree to a few dozen high-resolution fern leaves.

Remember that each and every object in Carbon is fully integrated and can interact/collide with any other Carbon object. You can see how the fern grows and bends along the tree trunk in the video below. One could also imagine an animal walking by the fern and brushing the leaves with its body; or fruits falling down from the tree and landing on the leaves, deforming them under their weight.

Here is a teaser for a fern growing by a tree and reacting to wind gusts:

Stay tuned as more information about this new feature will follow in the next few weeks...

15th May 2017 - We welcome Digital Domain as the latest major studio to license Carbon.
We look forward to enjoying the great work they produce with Carbon.

7th April 2017. We joined the team at Imaginarium for a day of fun (and work) at their Mocap studio in London. Together we are working on an Innovate UK supported "Total Capture" project with University of Surrey.

The main goal of today's session was to obtain raw and processed mocap data, which will allow us to test our up-and-coming dynamics animation playback in various scenarios. We were especially interested in situations where existing motion capture systems struggle, such as occlusion, collision and multiple interacting characters. While current solutions fail to achieve continuity and correctness of skeletal characters in such cases, the introduction of Carbon physics guarantees robustness and physically correct behavior.

Our software and the overall project, which will end later this year, are progressing very well and we are excited to be "making characters more believable" with our ever-expanding product line.

More updates in the coming months...



1st March 2017. We have had several requests from customers to provide a way to allow Carbon cloth to be shaped by other Houdini solvers. So after some head scratching, we wanted to share with you a sneak peek of an exciting new feature we are developing for Carbon Cloth. This "Override" feature allows the cloth position to be overridden by the position of another mesh, on a frame by frame basis, in one of two ways.

1)  Pre-override - where the target mesh is provided to the solver, which then attempts to move the cloth to the target position, but within the limits of the cloth mesh constraints. In this case the result is physically correct, but the cloth may not reach the target position during the frame.

2) Post-override - where the target mesh is used after the cloth solve on a given frame to move the cloth mesh positions to be the same as the target mesh positions. In this case the resulting cloth will match the target, but will not be physically correct and there will likely be some cloth mesh distortion. Also need to be careful not to infringe collision and self-collision.

The target mesh can come from anywhere and can for example be generated by other Houdini solvers.

Below is sneak peak video from our development test bed showing the Override in action.

  • All the cloth movement here is coming from the solver trying to match the cloth to the target mesh. 
  • The target mesh is represented by the white dots and when the cloth is green, pre-override is being used and when the cloth is red, post-override is activated.
  • Note how the red cloth and the white dots are always in the same place, but the green cloth and the white dots are not.
  • The target mesh control is on a per frame basis and so the white dots are never too far out of position relative to the cloth as that is the distance you are aiming to move the cloth in just one frame.
  • The override is applied on a frame basis, so it can be used or not used or switched seamlessly from pre-override to post-override as shown in the example.
  • In this example the override target mesh white spots is generated by a displacement algorithm using the current pose of the cloth and a simple animated field (orange dots). The override target mesh can be provided in many ways.

We still have to figure out how to integrate this into the Carbon plug-in for Houdini, so it will be a few weeks before it gets into the product - but its coming....

21st February 2017 - We are pleased to announce that the Carbon Plug-in is now available for Houdini 16 on both Windows and Linux.
We recommend using Carbon with Houdini 16.0.528 or later, as earlier versions used a build of TBB with a memory bug in it.