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Thomas Helzle

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About Thomas Helzle

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  • Website URL http://www.screendream.de

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  • Name Thomas Helzle
  • Location Berlin
  1. "Toms Knitting" ... And of course I did the latest Entagma tutorial too ;-) I wasn't really happy about the very involved boolean solution though, so I came up with a much faster and simpler one. It's meant for rectangular UV patches only though. The alternative weaving style was contributed by Konstantin Magnus on Vimeo, for the strand multiplication I used the great Aelib tools. Cheers, Tom
  2. "Radial Audio" Two tests to see if I could finally grok chops for Audio. Those could really really really use some love, the potential for great stuff is there but in it's current form it's rather clumsy and feels totally outdated. Inspired by the great work of Simon Russel, also with Houdini and some of Gmunks projects with radial systems. Cheers, Tom
  3. "Glowing Lights" A test with Redshifts displacement in Houdini Core: Cheers, Tom
  4. "Structures 3" One more in the series, trying a different way to create the basis for the voronoi in Core: Again, rendered in Octane. The "medium" created a lot of render errors, fireflies and extreme noise, so I treated the result in PS & Lightroom and made the flaws into an integral part of the result. The "grit" actually turned out nice! ;-) Encountered more bugs in that polyextrude node, not only with the local transform but also when doing insets with a local attribute controlling it. I hope to pinpoint it better to report to support... Cheers, Tom
  5. "Structures 2" Houdini 16, Octane 3, Lightroom/Photoshop. Cheers, Tom
  6. After working for "Velvet" in Munich on a motion graphics job for some weeks, doing mostly finishing, shading and rendering, I can finally do some personal explorations again. :-) "Structures" Playing with Voronoi, rendered with Octane this time (could not decide between Redshift and Octane, so got both in the end ;-) ). The spikes are a funny bug in Houdini that comes up when you are using the local transform on per-polygon polyextrusion... Done in my brandnew Houdini Core license, served from my "mobile license server" (an older Netbook with low powerconsumption I no longer use). Cheers, Tom
  7. Awesome!
  8. Yeah, had unintended output-input loops happen a lot when H16 was new, somehow the new snapping etc. makes it very easy to happen. I got rather cautious now, but also wondered if it shouldn't be prevented by default. Cheers, Tom
  9. Hey, I guess it occurred to me a bit late to post this here as well, but maybe somebody sees it soon enough to join us: Cheers, Tom
  10. "Microcosm 2" Houdini 16 & Redshift 2.5.12 & Lighroom 6. Cheers, Tom
  11. Works the same for me (I use 16.0.583 if that should make a difference). - To see the gallery materials I posted, you need to enable "All Materials" in the dropdown in the header of the Material Palette since by default H16 only shows the "mat" context materials. - You still need to use Raytracing and disable Stochastic Transparency in the Mantra ROP. - For the points, you need to have point rendering in the object -> geometry tab active. Cheers, Tom
  12. "The Ball" A while ago I came up with this while testing some nodes: I exported it as FBX and rendered with Thea Render, then did some post in Lightroom to make it a bit rougher... Today I finally decided to buy Redshift and used the same object for some testing, but this time rendered as strands with the latest 2.5 beta: Cheers, Tom
  13. Didn't have much time for explorations lately due to commercial projects, but in the last job I connected some nodes wrongly and thought it to be an interesting structure, so saved out a version for later. I love happy accidents so this was quite welcome :-) Houdini 16, exported as FBX and rendered in Thea Studio with DOF in-camera. Cheers, Tom
  14. ...or the internal editor could be brought up to snuff, would be even better... ;-) (sorry, couldn't resist) Cheers, Tom
  15. Re-rendered the ocean with the noise mask off and now it loops perfectly: Cheers, Tom