Jump to content

Thomas Helzle

  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Thomas Helzle last won the day on March 22

Thomas Helzle had the most liked content!

Community Reputation

181 Excellent


About Thomas Helzle

  • Rank

Contact Methods

  • Website URL

Personal Information

  • Name
    Thomas Helzle
  • Location
  1. Differential curve growth

    Yeah, just put some very small random offset into the system before the solver so that the plane isn't perfectly flat anymore. IIRC that was enough to make the system leave the plane. Cheers, Tom
  2. Controlling Focus Distance

    Thank you symek and no hurry at all! Redshift can use the Mantra camera parameters (which is what I tried) so that shouldn't be the issue. I also tried to create a Z-Depth AOV in Redshift to no avail. I never used python scripting in Houdini so am a bit out of my depth... :-) Thanks and Cheers, Tom
  3. Controlling Focus Distance

    I totally lost track of this but now finally tried it out - works great, but only for Mantra. With Redshift I get the Python error: So I guess Redshift (2.5.62) doesn't provide the needed handles (Houdini 16.5.378). I'll probably have to wait for their render viewer to provide this natively. Cheers, Tom
  4. Controlling Focus Distance

    // Camera focus distance to a null called focus: vlength(vtorigin(".","../focus")) Works for me in the same version you use. Did you parent the null to something that it creates a loop? I just use a camera and a null on the obj top level.
  5. Toms "Learning Houdini" Gallery

    "Brushed" I'm currently working on my first VR-Art-project with "Invisible Room" in Berlin and was exploring 3D-brushes from - in this case Tiltbrush - and Quill in our R&D. Here the result was exported as Alembic, procedurally coloured in Houdini and rendered with Redshift over a scanned-in rice-paper-texture: Interesting times... :-) Cheers, Tom
  6. Toms "Learning Houdini" Gallery

    "Contours" Experimenting with contours on a terrain mesh. Rendered in Redshift and post-processed in Lightroom: And with different post in Luminar 2018: Cheers, Tom
  7. Toms "Learning Houdini" Gallery

    "Lantern" A test image for organic spatial subdivision rendered in Redshift: Cheers, Tom
  8. Houdini 17 Wishlist

    I see. I guess I work too much with organic shapes where this is actually what I want... :-) Cheers and sorry for the noise, Tom
  9. Houdini 17 Wishlist

    I usually just put a resample node before my wrangle and let it create curveu... Although this works best when actually resampling.
  10. Toms "Learning Houdini" Gallery

    "Shells of Light" My second piece with extreme DOF in Redshift. The basis is a shell made of wires. There are no lights other than a HDRI environment in the scene and no post effects are used other than color correction in Luminar2018 & Photoshop. All the structures are the result of the very shallow depth of field. Rendered at 10000 pixels square for high res printing. Took about 9 hours with a GTX 980 TI and a GTX 1080 TI at 32768 samples per pixel max. Prints: https://fineartamerica.com/featured/shells-of-light-thomas-helzle.html
  11. Fabric Engine no longer being developed

  12. Too much contrast, how to tweak indirect lighting

    @AntoineSfx Check Diffuse Depth in the Mantra ROP. Great Link @Skybar. Has anybody converted those LUTs to something Houdini/Redshift can use directly? I'll have to dig deeper into this I think. :-) Thanks and cheers, Thom
  13. I don't think topology changes at all in the case of the SideFX ident, just the form. Could be a mixture of deforming noises running through the structure or other parameters being animated. Didn't look at your scene yet, but you could always project your end-result (high-resolution) back onto your first steps with a ray node and also transfer the normals from the low-res mesh, so that the rendering looks similar or the same and then morph between those projected states - simple since they have the same topology. Cheers, Tom
  14. Too much contrast, how to tweak indirect lighting

    Looks like you maybe need more GI bounces, but it's also a normal problem in reality that if your camera captures the sun on the floor and makes it look well balanced (like in your image), the room around it will be too dark. And if you balance out the room, the sun will be too bright. The human eye (= how you remember it) is much more flexible there and makes it look "good" automagically. CG != "Reality". Tonemapping can help in this situation too. Cheers, Tom
  15. 16.5 edgetransport

    Well, in this specific case I think it's easier to just enable "curveu" in the resample node and use that instead of @distance, but for more complex cases I also look forward to using this node a lot! Cheers, Tom