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Blog — Kushal Das. The project has started and lots has been happening!

Blog — Kushal Das

I am working with a very talented team (1 lighter/look development artist, 1 compositor, and 2 FX artists including myself) to create a project that is going to be advertising a BMW. After some time together, we bounced around a few ideas and came up with one that we all like and would like to develop. The commercial will start in full CG, with 3 cars on a Hot Wheels track in a basement playroom. The three cars will be lined up like at the start of a drag race, with our hero car being in the middle of the three. The BMW in the middle will be a white color and the 2 other cars, a Subaru and an Audi, will be black to have the focus on the hero and star of our commercial. The cars will be revving their engines and spinning their tires to create burnout steam.

At this point the commercial will transition to a live action integration. FX blog by Sergen Eren. HoudiniBBAの台所. HoudiniBBAの台所. Creating High Altitude Clouds – FX blog by Sergen Eren. Welcome Back In this part of the “Cloud Modelling” series we will be exploring how we can create high altitude clouds.

Creating High Altitude Clouds – FX blog by Sergen Eren

What I mean by high altitude is defined as clouds residing between 5 to 15 kilometers. We won’t be focusing on very high altitude clouds like Nacreous or Nocilucent cloud types. During the layout of a shot we usually see these clouds in the background of low altitude clouds, and creating them is almost always the job of the compositor. CGI Study with Houdini|WOW note|note. Efficent Debris Stamping — FXMIND - Empower Creativity through Technology. This past week I have had to create a lot of debris particles ( Particles (POPs) that instance some piece of geometry ).

Efficent Debris Stamping — FXMIND - Empower Creativity through Technology

Instancing that geometry onto each particle is usually the heaviest part of the process ( for a basic effect ). Blog — xuan prada. Digital Artist and Technical Director. Vector field – Houdini Gubbins. I guess I know what you think: “Not again another post about vector fields!”

vector field – Houdini Gubbins

Well, that might be true but vector fields are omnipresent in computer graphics and therefore it’s incredible important to get a basic understanding of vector calculus and how it’s used in Houdini. A vector field is, as the name implies, a field of vectors in n-dimensional space. In Houdini terms, it’s a bunch of vectors assigned to points, vertices, polys or voxels of a mesh or a volume. That’s roughly what a vector field is. It’s easy to understand and easy to visualize. OBOEGAKI. 初めてのHoudini_基本操作01 - Reincarnation+#Tech. 視力2.0. Phoenixart's blog – *simulacrum. Vanilla Box › Houdini. Ts_bros. Taka's Tech Note. メモ (Houdini) A Piece of Something's Procesural Logic.

Houdini Solvers Mutual Interaction – Ceyhan Kapusuz. 1A.

Houdini Solvers Mutual Interaction – Ceyhan Kapusuz

Cloth – Pyro Interaction On default, pyro interacts withj cloth(if pyro solver connected first to merge node). However in this method, pyro do not colide but just affect as field force(left example) . In order to have proper colision, cloth obj should be imported with sop solver as colision source. Dear Houdini. Blog — Lippykid. It's a little embarassing to notice my last blog post was August last year.

Blog — Lippykid

I've actually been thinking about and working on Flak Jack a whole lot since that time, but my day job at Weta has taken over. For almost a year I've been working on a major sequence for the film, War For The Planet of the Apes. We are days away from finishing which hopefully means more free time to dive back into Unreal Engine. Scope vs time At this stage, progress on the game has been very slow in terms of actual on-the-box development time. Houdini: Wrangleがわからない(分かった感ある) - kick the base. 今回はHoudiniのお話です。

Houdini: Wrangleがわからない(分かった感ある) - kick the base

今までWrangleもVEXも手探りながら使ってきたのですが、詳しく挙動を見ていくとどうにも想定外の結果となることがあり、実は全然分かってなかったんじゃね? という疑問が浮かんできました。 本記事ではぼくが理解している部分、理解できていない部分を列挙することで事象を整理し、備忘録として記録するとともに、諸先輩方にアドバイスを頂けるきっかけになればという希望を託して書いています。 また同じ問題に悩んでいる方(がいるとしたら)への情報共有になればと思い筆を執っています。 Niklas Rosenstein. FlexMonkey: Particle Advection by Reaction Diffusion in SideFX Houdini. After watching this excellent tutorial that discusses advecting particles by magnetic fields to create an animation of the sun, I was inspired to use the same technique to advect particles by fields that are a function of reaction diffusion systems.

FlexMonkey: Particle Advection by Reaction Diffusion in SideFX Houdini

The source for my reaction diffusion vector field is a geometry node. This field this geometry node outputs defines the concentrations of the component chemical-species that will later be used to advect the particles: The VDB node in this network defines the name of the field, I've used rdField, and the type: a Vector Float. The Volume Wrangle defines the initial state: I want a central cube where the field's z is high surrounded by an area where the x is high: if (@P.x > -0.1 && @P.x < 0.1 && @P.y > -0.1 && @P.y < 0.1 && @P.z > -0.1 && @P.z < 0.1) { v@foo.x *= 0.1; v@foo.z += rand(@P * 11) * 5;}else { v@foo.z *= 0; v@foo.x += rand(@P * 11) * 5;} メモ (Houdini) — Relief. 16Houdini xyzdistとprimuvについて - ピ・プ. PYTHON FOR VFX – CLASS 2. # Lesson 2 # Quit python in interactive python, quit() or Ctrl-d # .py - raw file # .pyc - compiled version; not secured # class from last lesson # private variable without self import os, package that comes with the operating system os.path.split() split by string os.path.splitext() just get the extension import os.path as path # alias os.getenv(“PATH”) # environment variable.

PYTHON FOR VFX – CLASS 2

Daily.hip – well, almost. Yekaterina Satanina. This week the trees are finally sprouting leaves and flowers in Rochester.

Yekaterina Satanina

I started learning about L-systems this week. Coincidence? 037 – Earthquake – Building collapse R&D 01 – Let's Houdini. Following up with the procedural building I created (see here > 031 – Procedural Modeling for Destruction ) I decided to start playing around with it on DOP. I started by breaking some of the structure of the building using the voronoi fracture sop. Interior wall, about 9,000 pieces. 1k per floor. For the interior walls, I’m scattering points on the surface based on their area. And the windows.

This is my fracturing network. Ramblings of a digital nomad. Borndigitalのブログ:2016年08月29日 - livedoor Blog(ブログ) お疲れ様です! ボーンデジタル吉田です。 MICROBOT - David Fuhrer / Houdini 3D Generalist. 魔法の蒸留水. Serenelight3d. Houdini備忘録 AttributeWrangleについて AttributeWrangleをダブルクリックして中に入るとAttributeVopがある。 さらにAttributeVopをダブルクリックして中に入るとSnippetがあるが、 AttributeWrangleに書いたコードは実際にはこのSnippetに記述されるように なっている。 肝要なのはこのSnippetがCVEXコンテキストで実行され 特定のコンテキスト内で実行されるわけではないこと。 TAKA VFX Note. Houdini Tricks. Mind-Melting Houdini FX. サルにもわかる Houdini. 3DCG屋さん向けTips&Referenceサイト. Igor Kharitonov. © 2015 by Igor Kharitonov More. Houdini / Maya / Tool Development / R&D. Graberry. Pilot Light VFX. How to set up your own VFX Studio - business considerations ~ Digitopia Film Blog. In this post I am going to guide you through the process of how to set yourself up as a your very own VFX studio.

In practice this post can relate to setting yourself up as your own business, whatever industry you are in, but seeing as this a VFX oriented site I'll use the business model of a VFX studio for the purpose of this exercise. Most of us VFX and animator types are employed as freelancers or contractors, there are very few staff positions in this industry so knowing how you can maximise, conserve and stretch your pay is really vital especially in the economic climate we find ourselves in. A lot of the specifics that I will mention relate to UK tax law, it is the same concept whichever country you are in, they just have different names and are set at different level (maybe you can substitute in the names and percentages in the comments below for your own country).

Why set yourself up as a limited company? Well the answer is simple and can be summed up in two words. The Working Man. Phill Mayer - FX ArtistPhill Mayer – FX Artist. Where awesome stuff happens. I guess this is the part where I mention this post is for intermediate-advanced users in Houdini. This is specifically diving into the Pyro side of things. I probably should have rearranged the order, but really you can do most of these steps in different orders.

For example, it might be better to view the shader adjustments first, then tweak the behaviour. Projects — Arthur Yidi. Cut And ... Ikatnek. Senior Effects Technical Director. FX HACK: Wrangleを使おう 2.5. My way in procedural animation. Trevor van Hoof. I was working on creating a day-night cycle using Unity and figured it would be best to generate volumetric cloud data rather than attempting to approximate cloud shading from a sky texture. Hence I googled and searched the Houdini site to find: A cloud example, leading to this customer story. Reading through that and finally finding this howto to have some steps to follow quickly led to a renderable set of clouds Then I attempted to duplicate the Rio system (customer story), which I also slightly had in mind, but seeing their pictures gave me the great tip to not just scatter spheres on spheres, but to offset the secondary and tertiary spheres in Y, so that the clouds actually stack upwards for a much more cloud-like look.

Even though this probably isn’t how clouds look from up close, this is what they appear to me from the ground (slightly stylized) which is all I require. Clouds2. More cloud like test renders. The last two were quite slow...about an hour. ティーはいかがですか♪ Houdini Tips and Tricks. Online Portfoilo and Art Blog. FX Thinking. Matt Ebb . インディゾーンHoudini情報日本語ブログ. Sidefx.jpで公開されている海洋サーフェス作成のチュートリアルですが、商用版Houdiniをお使いの方であれば機能しますが、Apprentice版、Indie版の場合には一部のパラメータ設定を変更する必要があります。 Ocean Wavesシェルフで作成されるocean_renderノードのOutput Fileパラメータに.pic形式でのディスプレイスメントマップを出力するように設定されています。 そしてレンダリング時にそのOutput Fileパラメータの値のファイルを読み込んで海洋サーフェスのディスプレイスメントマップを適用します。 そのため、Apprentice版とIndie版をお使いであれば、それぞれ拡張子を.picnc、.piclcに変更する必要があります。 このチュートリアル動画では画像ベースライティングとしてEnvironment LightノードのEnvironement MapパラメータにDOSCH_DH207SX_lowres.ratファイルを指定するのですが、ファイルを選択する時に、Show sequences as one entryのチェックを外してからファイルを指定するようにしてください。

以上のことに注意していただければ、チュートリアル動画通りに動作します。 12月13日(土)Houdini入門講座を開講させていただきました。 この講座はHoudiniのユーザーガイドやチュートリアル動画を学習する上で必要となるHoudiniの基本知識を説明する内容になっております。 2015年1月にリリースされますHoudini14新機能のデモ動画が公開されました。 No more Retake. 学習リンク(日本語) Houdini メモ. ポリゴン+テクスチャ形状をMayaからHoudiniに持ってきて、効率よくオブジェクトの置換しながら、配置する方法を考察する。 Here is a workflow example of bringing polygon+texture geometries from Maya to Houdini and swapping one from another efficiently. Mplay. Particle motion blur in Houdini » Toadstorm Nerdblog. Dot Product - Mars Defense Front -vfx battle school- Zbrush to Houdini - Texture and Normal Map Workflow. Dutch Effects Factory. My way in procedural animation. VfxFusion - Effects and Characters. FX-TD.com. 05. VFX Pipeline « Rajiv Sharma.