Vishang Shah. Bees & Bombs. The Unravelling of the Real 3D Mandelbrot Fractal. Visit First page Experimenting with iterations and powers Okay enough eye candy for now.
Let's have a closer look at the structure of this beast. Firstly, the old 2D Mandelbrot can be represented as an evolution of iterations. Procedural Lake House Building Creation in Houdini Volume 1. Schrödinger's Smoke. Fracture Tool for Houdini - Insect.Digital.Alchemy VFX and Animation. Procedural modeling — VFX & CG Training Tutorials. Particle Spray Houdini. How To : Create particle spray on waves in Houdini This 2 part Houdini 9 tutorial focuses on creating wind spray generated on the crest of a wave.
Water is one of the most basic effects 3D softwares are used for, especially oceans and waves. So watch and learn how to add particle spray to the crests of waves and make your 3D w ...more. 3D Diffusion-Limited Aggregation. In the VOP SOP, I check to see if the current point has a "static" value of 0.
If it does, then I use a PointCloudOpen VOP passing it the total number of points for its Number of Points parameter and a search radius parameter to get all of the points within a certain distance. To get the points passed to the PCOpen, I promoted the Point Cloud Texture parameter and passed it the expression "op:`opinputpath(". ",0)". The value of this distance will be our threshold to determine whether or not a point has hit the cluster, so it is inversely related to the density of your animated points. Maykel Boes on Vimeo. Outerra. Book in the works — Magnus Wrenninge.
I’m happy to announce that I have a book on production volume rendering in the works.
It will be published by AK Peters and it’s scheduled for this fall. When it comes to computer graphics books, I’ve always appreciated those that include a working implementation of the algorithms they describe. Matt Pharr and Greg Humphrey’s Physically Based Rendering is a great example and one of my favorites. Including working code is a great start, but where Matt and Greg’s book really shines is that it shows how to build a complete and functioning system. For the same reason I plan on releasing an open source C++/Python library with all the code that I am using to generate the images and examples in the book. Fragment.series by tim borgmann. Computational Design Software, Buildings - GenerativeComponents. Paint Processing Textures in Maya — Danny Wynne. This is a work in progress.
It lets you paint cool 2d animated textures in Maya using processing. Tron Legacy – jtnimoy. I spent a half year writing software art to generate special effects for Tron Legacy, working at Digital Domain with Bradley "GMUNK" Munkowitz, Jake Sargeant, and David "dlew" Lewandowski.
This page has taken a long time to be published because I've had to await clearance. A lot of my team's work was done using Adobe software and Cinema 4D. The rest of it got written in C++ using OpenFrameworks and wxWidgets, the way I've always done it with this team ;) Uniquely however, Digital Domain's CG artists were able to port my apps over to Houdini for further evolution and better rendering than OpenGL could ever provide. Special thanks to Andy King for showing me that what seasoned CG artists do at DD is actually not so far off from what's going on in the Processing community.
Interview with GMUNK about the team's process In addition to visual effects, I was asked to record myself using a unix terminal doing technologically feasible things. Alexxbb. Slide 1. Alejandro Echeverry’s Videos on Vimeo. RND. The Stanford 3D Scanning Repository. In recent years, the number of range scanners and surface reconstruction algorithms has been growing rapidly.
Many researchers, however, do not have access to scanning facilities or dense polygonal models. The purpose of this repository is to make some range data and detailed reconstructions available to the public. Tom O'Bready on Vimeo. Alejandro Echeverry’s Videos on Vimeo. FX Experiments. BhaveshPandey. Sat Jun 14 2014 at 4:35 pm -0400 Sun Aug 11 2013 at 12:15 pm -0400 Just a comparison showing both location emitters and Mesh emission in Psys.
(Psys is a C++ library I'm developing for working with Particle systems in conjunction with OpenFrameworks) The location emitter gets the initial velocity of the particles and sets them as colour. Mesh emitter makes particles inherit colour from the mesh used for emission. Cast: bhavesh pandey Tags: C++, OF, OpenFrameworks and Particle Systems Sat Aug 10 2013 at 8:16 am -0400 This is the current stage of Psys library I have been developing for few days now in my spare time.
Thu Jun 21 2012 at 9:29 am -0400 Here's a better version of the last attempt. Timucin Ozger FX TD. RND. Diego Grimaldi - R&D Blog. FusionCIS PR Smorganic. CG Fluid R&D Breakthu: Fusion CI Studios develops hyper real fx for hi-speed macrophotography style cg fluids CG fluid, especially "SPH" fluid (smoothed particle hydrodynamics), suffers from inaccurate physics at the microscopic level, at the scale of individual particles making up the fluid.
Even when simulating with very large particle numbers, this becomes a major problem wherever the fluid becomes splashy since it forms thin sheets and strings -- or rather, it should form thin sheets and strings, like we see in real water. Aleksandr Isakov FX Artist Visual Effects for Feature Films.