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Thomas Helzle

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Everything posted by Thomas Helzle

  1. Hey, sorry for the short notice - just got the news that there will be a Berlin Houdini User Meeting today: Everybody welcome, no matter the experience with Houdini - old hands as well as people starting out or even being just curious about Houdini. Looking forward to see you tonight! :-) Cheers, Tom
  2. "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
  3. Over the last couple of weeks I started to learn Houdini, partly from tutorials by Entagma and others, partially by implementing things I worked on in Grasshopper for Rhino (which is single threaded and rather slow for larger assets) over into the Houdini world. This one started out from the Entagma tutorial on differential growth but I then first extended it to avoid the text areas and today implemented a first version of a threading solution to make it look more like yarn: This one is similar to an older test I once did in Softimage XSI and Arnold, but this time with Houdini, exported as FBX and rendered with my favourite renderer Thea Render: And the last one for today was a study on how one can visualise noise in Houdini. It uses a solver and the trails node. I found it hard to make it look really subtle in Mantra, so in the end I created poly wires and also exported it to Thea Render via FBX: Thanks everybody on Odforce for knowledge and inspiration!!! Cheers, Tom
  4. "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use some love, the potential for great stuff is there but in it's current form it's rather clumsy and feels totally outdated.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
  5. "Glowing Lights" A test with Redshifts displacement in Houdini Core: Cheers, Tom
  6. "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
  7. "Structures 2" Houdini 16, Octane 3, Lightroom/Photoshop. Cheers, Tom
  8. 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
  9. Awesome!
  10. 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
  11. 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
  12. "Microcosm 2" Houdini 16 & Redshift 2.5.12 & Lighroom 6. Cheers, Tom
  13. 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
  14. "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
  15. 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
  16. ...or the internal editor could be brought up to snuff, would be even better... ;-) (sorry, couldn't resist) Cheers, Tom
  17. Re-rendered the ocean with the noise mask off and now it loops perfectly: Cheers, Tom
  18. No, I tried both removing and adding some frames, but they never really line up perfectly. I think I found the issue though: I had the Mask -> Add Noise active in the Ocean Spectrum node and I assume that that doesn't loop... Cheers and thanks, Tom
  19. "Black Sea" Checking out the ocean tools in H16 - awesome stuff. The looping doesn't work perfectly in this animation though, there is a small jump. Not sure what I did wrong... Cheers, Tom
  20. More like f@pscale = sin(length(v@P)) * 0.5 + 0.5; and some "ch"'s thrown in for easy access to the scalings... :-) Cheers, Tom
  21. "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom
  22. "Cross" Sphere packing with pscale defined by distance to the centre. Cheers, Tom
  23. "Sphere Pack" Same setup as above, but rendered in Mantra, post in Lightroom. Cheers, Tom
  24. I can only get the Qt4 version to work at all on my Windows 8.1 x64 machine, the normal Qt5 version throws errors all the time ("No Qt binding were found") and can't find pyside. So that is another reason for the Qt4 version being there. I'm on it with support, but so far we have no clue what's wrong. Cheers, Tom
  25. "Bubbles" Followed Ben Watts' tutorial on sphere packing via the grain solver: Quick Tip 05 - Object Packing In Houdini - very cool stuff! Thanks Ben! Went my own merry way from there :-) Rendered in Thea Render. Cheers, Tom