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Mantra PBR Hair

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A render test of a custom hair shader for mantra. Added a more accurate Marschner TRT, and seperated the reflect into more logical reflect and coat components. Also added some minor randomness to the shift on each strand. Added Volume colour scattering in an attempt to create a volumetric feel to geometry hair.

This paper is great inspiration: eugenedeon.com/project/importance-sampling-for-physically-based-hair-fiber-models/

Thanks to Corbin Mayne vimeo.com/user3437874 for his awesome work on the guides, and the volume colouring.

As I haven't implemented frenel, the system is not yet fully Physically Based. Hopefully I will share an update with this figured out in the near future

Cast:Kevin van den Oever and corbin.mayne

Tags:PBR, mantra, houdini, hair and marschner


Ghost buster | Test

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It's a try inspired by Ghost busters.
sim:Houdini
render:mantra
comp:Nuke

Cast:IMEN ZHU

Frozen - snowflake 02 Houdini

Rendering an Explosion VDB cache in Eddy

houdini pyro dust storm

Houdini Tutorial - Create Wetmaps Using CHOPS

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Hey guys,

Recently did a river sim where and build a wetmap tool for that, and thought it would be make for a interesting subject for a tutorial.
Video is a bit longer then my usual stuff but I think there should be some useful tips and tricks in there.
Let me know if you have any questions.

Here is the attribute blending asset that I'm using in the tutorial, it's using HDALC, so can only be opened in apprentice and indie:
drive.google.com/file/d/0B8bT5KFJbL_iYlBvZWpJajdrYmM/view?usp=sharing

Cast:Tim van Helsdingen

Tags:houdini, 3d, FX, sidefx, fluid simulation, water simulation, rendering, mantra, 3d tutorial, houdini tutorial, #freelancethuglife and wetmaps

Gabriel Roccisano FX reel 2016

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Linkedin profile: ca.linkedin.com/pub/gabriel-roccisano/9/48/709
Demoreel breakdown:

X-Men: Apocalpyse
Cyclops eye beams
Procedural volumetric noise interference patterns implemented with Houdini VBDs and a fairly involved compositing setup (Nuke) to develop this look.
Tree fire implemented with Houdini 15 pyro.
Gods of Egypt
Distributed pyroclastic smoke simulations on Apophis. Creature was counter animated so it's head sat at origin in an axis aligned wind tunnel.
Pompeii (Mr X)
2013 FX TD - Houdini
Pyroclastic smoke simulations. Built a library of custom volumetric geometry sequences with proxy low res components that allowed artistic layout of pyroclastic smoke plumes. Custom volumetric shaders (Mantra) to effect the pyroclastic look and an animated displacement shader for the vortex effect. Smoke assets were rolled out to other members of the FX team.
Gravity (Rising Sun Pictures)
2012 FX TD - Houdini
Kessler field. Background debris burning up in atmosphere. Procedural Houdini FX.
Harry Potter 7 part 1 (Rising Sun Pictures)
2010 FX TD - Houdini
Worked on bespoke animation and simulations for the Horcrux sequence as part of the FX team. Meat, slime, ink & leaf effects.
Journey 2: The Mysterious Island (Rising Sun Pictures)
2011 FX TD - Houdini
Developed and ran bespoke plant simulations to interact with animated characters (collision and wind). Bespoke plant debris and leaf simulations. Procedural layout, lighting and rendering of valley of flowers.

Music
"Minotaur" by Alix Perez and EPROM

Cast:Tiefling

Houdini Bullet Upres Rnd v002


Storm Cloud_v8sec

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I was responsible for all the water simulations, Cloud setup, Bubbles and Rain.
software's:- Autodesk Maya and render in Arnold.....
.© Copyrighted for Charuvi Design Lab 2016.

Cast:atul

ZooHooDemo2016

Splitting strings with Vex

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Simple example of using the spli() function in Vex, to split up a string attribute for nicer group names.

For more info and the file check out this blog post: http://bit.ly/2gADpaU

Thanks!

Cast:Chris Rydalch

Tags:houdini and vex

Invert Ramp Keys in Houdini

Houdini Quicktip - Adding Alpha Maps To Principled Shader

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NOW IN GLORIOUS 4K

Hey guys,
So just a short one this time.
Nothing too complicated, but something that caused me issues when I was trying to do something like this a while ago.

I thought it was weird that the new principled shader didn't have settings for alpha build in by default even though it does pick up on it in the openGL view, so I thought i'd go ahead and record a little tutorial on how to add that that. I'm showing how to make a system that let's you either use image alpha, or a seperate alpha map. Let me know if you have any questions.
Here is the HIP file:
drive.google.com/file/d/0B8bT5KFJbL_iNEVDQ1cwYlZwcXM/view?usp=sharing

Cheers!

Cast:Tim van Helsdingen

Tags:mantra, houdini, sidefx, rendering, shading, lighting, alpha. fx and #freelancethuglife

League of gods VFX breakdown - by Gimpville

Houdini // Slow Motion Lightning Strike


fractal head

Multiverse for Houdini

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In this video you can see a simple example of storing multiple "revisions" of work in the very same Alembic file. This is achieved using the Multiverse 'Git' back-end. You can also see that things work as expected when rendering with Mantra (with motion blur) and that you can swap revisions pretty much interactively while working in Houdini.

Enter the Multiverse: multi-verse.io

Cast:J CUBE Inc.

Tags:Alembic, Multiverse, Mantra and Houdini

UFO Engine Wash

Gears 4 Reel

Nike - Sportswear Presto

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Shining the shoe for Nike again this time we take on ice and rain with the brandnew Presto sneakerboot.

/// Credits

Client: Nike Sportswear | Global Brand Design
Producer: Jess Puttermann
Brand Design Director: Andre Simmons, Eric Duvauchelle

@Aixsponza:

CD & TD: Manuel Casasola Merkle
Director: Tom Haig
3d Artists: Lukas Eberle, Max Frühauf, Michael Haupt, Patrick Hecht, Jens Kindler, Nejc Polovsak, Vincent Schwenk, Moritz Schwind, Stefan Voigt, Ben Watts, Felix Wolf, Fuat Yüksel, Matthias Zabiegly, Santi Zoraidez, Ondrej Zunka
Product Sculpting: Lars Korb
Compositing: Tobias Müller

Music: Michael Fakesch, Designingsounds

Cast:Aixsponza

Tags:Fashion, 3d, Nike, Shoe, Clothes, render, design, visual effect, simulation, particle, rain, snow and explosion

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