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Technical Repository. Houdini Particle Morphing Effects I just created a new tutorial for CMIVFX about doing particle morphing effects in Houdini.

Technical Repository

I think it is a great collection of useful information and shows how to get some nice, natural motion with your particles. If you want to improve your particle simulations and overall understanding of Houdini, I highly recommend watching this tutorial. Houdini Spiral Galaxy Tutorial Just a quick post to promote my new tutorial for cmivfx. I hope people find this tutorial easy to understand, well thought out, and presented clearly. I am thrilled to announce my first tutorial produced for CMIVFX! Houdini is not just for visual effects. This tutorial shows a technique for doing procedural text animation in Houdini, which I covered in my Motion Graphics class at SideFX software in October. Minecraft Level Import in Houdini - Work in Progress. A few days back I stumbled on a Minecraft renderer that took a long time to calculate, but could generate some nice pictures from Minecraft maps.

Minecraft Level Import in Houdini - Work in Progress

I thought that I could cut down the rendertimes by importing them into Houdini and could also work on my Python skills in Houdini at the same time. There are some realy nice projects out there that could use a better render engine than provided in-game, or the slow one I found. I've got the basics working, Houdini can now import the chunks, create the geometry and texture the blocks. The chunks are quite big (16x16x256 blocks) so I've build in some options to skip some chunks. The main problem that I'm facing right now is speed.

Another problem is the texture filtering, is there an option to just keep the harsh edges in the textures that are in the game (Instead of filtering/blurring them). Next up is entity support, and different geometry types that one can find in the game. Houdini to Minecraft. We've been going a little bit crazy and came up with some tools that you can use to make things in Houdini, and export them to minecraft.

Houdini to Minecraft

What's good about this?? Well, Houdini is used for feature film VFX, game dev, scientific viz and everything inbetween. It's node based, fully procedural and allows you to make anything you want... So we took this a bit far and put an MRI of a human brain in Minecraft. Yes, this is your brain on Minecraft: The back end of the brain: Genetic Programming: Evolution of Mona Lisa. [EDIT] Added FAQ here: Gallery here: This weekend I decided to play around a bit with genetic programming and put evolution to the test, the test of fine art :-) I created a small program that keeps a string of DNA for polygon rendering.

Genetic Programming: Evolution of Mona Lisa

The procedure of the program is quite simple: 0) Setup a random DNA string (application start) 1) Copy the current DNA sequence and mutate it slightly 2) Use the new DNA to render polygons onto a canvas 3) Compare the canvas to the source image 4) If the new painting looks more like the source image than the previous painting did, then overwrite the current DNA with the new DNA 5) repeat from 1 Now to the interesting part :-) Could you paint a replica of the Mona Lisa using only 50 semi transparent polygons? DROPLETS - making of.

Ptakun

Joel. Flickr: fungi Timeline. Fungus Feb 20, 2010 1:07 PM Uploaded by: Eddie Chui - Views: 87 Fungi 11 Dec 24, 2009 11:28 PM Uploaded by: Lynn photographing the world - Views: 132 Fungi Nov 1, 2009 12:00 AM Uploaded by: photontrappist - Views: 651 Porcelain fungus Oct 18, 2009 1:43 PM Uploaded by: wentloog - Views: 841 Shaggy Ink-Cap (Coprinus Comatus) Fungi Mushroom at Potteric Carr Oct 17, 2009 11:06 AM Uploaded by: Steve Greaves - Views: 133 Freaky Fungus Sep 26, 2009 2:53 PM.

Flickr: fungi Timeline

The Partisan - New York Times. BrianRitz.Com. Traveling soundwaves. Houdini - Ryoji CG Memo. Coke can disintegration expirements - od[forum] - Page 1.6. Thanks Peter!

coke can disintegration expirements - od[forum] - Page 1.6

In fact, I solved the "floating island" last night by using a method similar to your suggestion using a connectivity and partition and a foreach loop to assign a primnum attribute *the number of primitives* in that group, and if that number is under a given thresh hold, I delete those prims. The "returning" paint issue, seems to be due to a "metaball" approach... if i'm emitting particles with some variation in their speeds, as "some metaballs" reach the surface *to deform*, they bump up the surface, but then it seems like some of the "still traveling on their way metaballs" begin to arrive, and it seems like it "unbumps" the surface... I'm still testing that but i seem to be side tracked on something i have a feeling you might be able to help me with.

I'm SO close to getting it to work but it's still not there. After I get it, i'll move onto the actual "cloth" paint breaking off of the surface! That returned me a 1 if the point was "an edge point" and 0 if not... How to: Increase the speed of Houdini. Stargazer.